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-rw-r--r--backends/sdl/fb2opengl.h336
1 files changed, 192 insertions, 144 deletions
diff --git a/backends/sdl/fb2opengl.h b/backends/sdl/fb2opengl.h
index 844486d612..87f83b6f64 100644
--- a/backends/sdl/fb2opengl.h
+++ b/backends/sdl/fb2opengl.h
@@ -19,7 +19,7 @@
*/
// FrameBuffer renderer in an OpenGL texture
-// Andre Souza <asouza@olinux.com.br>
+// Andre Souza <asouza_luke@yahoo.com.br>
#include <SDL.h>
#include <SDL_opengl.h>
@@ -43,32 +43,45 @@
class FB2GL {
private:
+ SDL_Surface *screen;
// Framebuffer for 8 bpp
- unsigned char ogl_fb[256][256];
- unsigned char ogl_fbb[256][64];
+ unsigned char palettedFrameBuffer1[256][256];
+ unsigned char palettedFrameBuffer2[256][64];
// Framebuffer for RGBA
- unsigned char ogl_fb1[256][256][4];
- unsigned char ogl_fb2[256][64][4];
+ unsigned char RGBAFrameBuffer1[256][256][4];
+ unsigned char RGBAFrameBuffer2[256][64][4];
// Framebuffer for the blit function (SDL Blitting)
- unsigned char fb1[256 * 256 * 4]; // Enough room for RGBA
- unsigned char fb2[64 * 256 * 4]; // Enough room for RGBA
+ unsigned char *blitFrameBuffer1;
+ unsigned char *blitFrameBuffer2;
// Texture(s)
- GLuint texture;
- GLuint textureb;
+ GLuint texture1;
+ GLuint texture2;
// Display list
- GLuint dlist;
+ GLuint displayList;
// Color Table (256 colors, RGB)
- char ogl_ctable[256][3];
- char ogl_temp_ctable[256][3]; // Support for OpenGL 1.1
+ char colorTable[256][3];
+ char tempColorTable[256][3]; // Support for OpenGL 1.1
char flags;
- void maketex();
- void makedlist(int xf, int yf);
+ void makeTextures();
+ void makeDisplayList(int xf, int yf);
+
public:
- SDL_Surface *screen;
+
FB2GL() {
flags = 0;
screen = NULL;
+ blitFrameBuffer1 = (unsigned char *)RGBAFrameBuffer1;
+ blitFrameBuffer2 = (unsigned char *)RGBAFrameBuffer2;
}
+
+ SDL_Surface *getScreen() {
+ return screen;
+ };
+
+ void setScreen(SDL_Surface *s) {
+ screen = s;
+ };
+
int init(int width, int height, int xfix, int yfix, char _flags);
void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
void palette(int index, int r, int g, int b);
@@ -77,9 +90,9 @@ class FB2GL {
void display();
};
-void FB2GL::maketex() {
- glGenTextures(0,&texture);
- glBindTexture(GL_TEXTURE_2D,texture);
+void FB2GL::makeTextures() {
+ glGenTextures(0,&texture1);
+ glBindTexture(GL_TEXTURE_2D,texture1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
@@ -93,15 +106,15 @@ void FB2GL::maketex() {
*/
if (flags & FB2GL_RGBA) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
}
else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 256, 256, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 256, 256, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, palettedFrameBuffer1);
}
if (flags & FB2GL_320) {
- glGenTextures(1, &textureb);
- glBindTexture(GL_TEXTURE_2D, textureb);
+ glGenTextures(1, &texture2);
+ glBindTexture(GL_TEXTURE_2D, texture2);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
@@ -116,57 +129,68 @@ void FB2GL::maketex() {
if (flags & FB2GL_RGBA) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 256, 0, GL_RGBA,
- GL_UNSIGNED_BYTE, ogl_fb2);
+ GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 64, 256, 0, GL_COLOR_INDEX,
- GL_UNSIGNED_BYTE, ogl_fbb);
+ GL_UNSIGNED_BYTE, palettedFrameBuffer2);
}
}
}
-void FB2GL::makedlist(int xf, int yf) {
+void FB2GL::makeDisplayList(int xf, int yf) {
double xfix = (double)xf / 128; // 128 = 256/2 (half texture => 0.0 to 1.0)
double yfix = (double)yf / 128;
// End of 256x256 (from -1.0 to 1.0)
double texend = (double)96 / 160; // 160=320/2 (== 0.0), 256-160=96.
- if (glIsList(dlist))
- glDeleteLists(dlist, 1);
+ if (glIsList(displayList))
+ glDeleteLists(displayList, 1);
- dlist=glGenLists(1);
- glNewList(dlist, GL_COMPILE);
+ displayList = glGenLists(1);
+ glNewList(displayList, GL_COMPILE);
glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, texture);
+ glBindTexture(GL_TEXTURE_2D, texture1);
if (!(flags & FB2GL_320)) { // Normal 256x256
glBegin(GL_QUADS);
- glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, -1.0 - yfix); // upper left
- glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0); // lower left
- glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0); // lower right
- glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); // upper right
- glEnd();
+ // upper left
+ glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, -1.0 - yfix);
+ // lower left
+ glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0);
+ // lower right
+ glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0);
+ // upper right
+ glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); glEnd();
}
else { // 320x256
// First, the 256x256 texture
glBegin(GL_QUADS);
- glTexCoord2f(0.0, 1.0); glVertex2f( -1.0, -1.0 - yfix); // upper left
- glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0); // lower left
- glTexCoord2f(1.0, 0.0); glVertex2f(texend + xfix, 1.0); // lower right
- glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix); // upper right
+ // upper left
+ glTexCoord2f(0.0, 1.0); glVertex2f( -1.0, -1.0 - yfix);
+ // lower left
+ glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0);
+ // lower right
+ glTexCoord2f(1.0, 0.0); glVertex2f(texend + xfix, 1.0);
+ // upper right
+ glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
glEnd();
// 64x256
- glBindTexture(GL_TEXTURE_2D, textureb);
+ glBindTexture(GL_TEXTURE_2D, texture2);
glBegin(GL_QUADS);
- glTexCoord2f(0.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix); // upper left
- glTexCoord2f(0.0, 0.0); glVertex2f(texend + xfix, 1.0); // lower left
- glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0); // lower right
- glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); // upper right
+ // upper left
+ glTexCoord2f(0.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
+ // lower left
+ glTexCoord2f(0.0, 0.0); glVertex2f(texend + xfix, 1.0);
+ // lower right
+ glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0);
+ // upper right
+ glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix);
glEnd();
}
@@ -188,14 +212,14 @@ int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) {
(flags & FB2GL_FS? SDL_FULLSCREEN: 0));
}
- warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
+// warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
if (!screen) {
- fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
+ warning("Couldn't start video res %dx%d\n", width, height);
return 0;
}
-
+/*
if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
@@ -208,32 +232,28 @@ int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) {
return 0;
}
}
-
+*/
+
if (width>0 && height>0)
- maketex();
- makedlist(xfix, yfix);
+ makeTextures();
+ makeDisplayList(xfix, yfix);
-/* glEnable(GL_ALPHA_TEST);
- glEnable(GL_BLEND);
- glAlphaFunc(GL_GREATER,0);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);*/
-
return 1;
}
void FB2GL::display()
{
- glCallList(dlist);
+ glCallList(displayList);
SDL_GL_SwapBuffers();
}
void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
- unsigned char *fb1=(unsigned char *)fb;
- int x,y,scr_pitch,byte=0;
+ unsigned char *tempFrameBuffer = (unsigned char *)fb;
+ int x, y, scr_pitch, byte = 0;
- if (flags & FB2GL_PITCH) scr_pitch=pitch;
+ if (flags & FB2GL_PITCH) scr_pitch = pitch;
else {
- scr_pitch=w*pitch;
+ scr_pitch = w * pitch;
byte = pitch; // Bytes perl pixel (for RGBA mode)
}
@@ -241,54 +261,56 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb
- for (y=yskip; y<h; y++) {
- for (x=xskip; x<w; x++) {
- if (x<256) {
- ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
- ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
- ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
- ogl_fb1[y][x][3] = 255;
+ for (y = yskip; y < h; y++) {
+ for (x = xskip; x < w; x++) {
+ if (x < 256) {
+ RGBAFrameBuffer1[y][x][0] = colorTable[*(tempFrameBuffer+x)][0];
+ RGBAFrameBuffer1[y][x][1] = colorTable[*(tempFrameBuffer+x)][1];
+ RGBAFrameBuffer1[y][x][2] = colorTable[*(tempFrameBuffer+x)][2];
+ RGBAFrameBuffer1[y][x][3] = 255;
}
else {
- ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
- ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
- ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
- ogl_fb2[y][x-256][3] = 255;
+ RGBAFrameBuffer2[y][x-256][0] = colorTable[*(tempFrameBuffer+x)][0];
+ RGBAFrameBuffer2[y][x-256][1] = colorTable[*(tempFrameBuffer+x)][1];
+ RGBAFrameBuffer2[y][x-256][2] = colorTable[*(tempFrameBuffer+x)][2];
+ RGBAFrameBuffer2[y][x-256][3] = 255;
}
}
- fb1 += scr_pitch;
+ tempFrameBuffer += scr_pitch; // Next row (like y++)
}
}
else { // No expansion
- for (y=yskip; y<h; y++) {
- for (x=xskip; x<w; x++) {
- if (x<256) {
- ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
- ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
- ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
+ for (y = yskip; y < h; y++) {
+ for (x = xskip; x < w; x++) {
+ if (x < 256) {
+ RGBAFrameBuffer1[y-yskip][x-xskip][0] = *(tempFrameBuffer+(x*byte));
+ RGBAFrameBuffer1[y-yskip][x-xskip][1] = *(tempFrameBuffer+(x*byte)+1);
+ RGBAFrameBuffer1[y-yskip][x-xskip][2] = *(tempFrameBuffer+(x*byte)+2);
}
else {
- ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
- ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
- ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
+ RGBAFrameBuffer2[y-yskip][x-256][0] = *(tempFrameBuffer+(x*byte));
+ RGBAFrameBuffer2[y-yskip][x-256][1] = *(tempFrameBuffer+(x*byte)+1);
+ RGBAFrameBuffer2[y-yskip][x-256][2] = *(tempFrameBuffer+(x*byte)+2);
}
}
- fb1 += scr_pitch;
+ tempFrameBuffer += scr_pitch; // Next row (like y++)
}
}
// Update 256x256 texture
- glBindTexture(GL_TEXTURE_2D,texture);
+ glBindTexture(GL_TEXTURE_2D, texture1);
glFlush();
- glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA,
- GL_UNSIGNED_BYTE,ogl_fb1);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
+ 256-xskip, 256-yskip, GL_RGBA,
+ GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
if (flags & FB2GL_320) {
// Update 64x256 texture
- glBindTexture(GL_TEXTURE_2D,textureb);
+ glBindTexture(GL_TEXTURE_2D, texture2);
glFlush();
- glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA,
- GL_UNSIGNED_BYTE,ogl_fb2);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
+ 64-xskip, 256-yskip, GL_RGBA,
+ GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
}
}
@@ -297,38 +319,47 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
for (y=0; y<h; y++)
for (x=0; x<w; x++) {
if (x<256) {
- ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
+ palettedFrameBuffer1[ y ][ x ] = *(tempFrameBuffer + (y)*scr_pitch + x);
}
else {
- ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
+ palettedFrameBuffer2[ y ][ x - 256 ] = *(tempFrameBuffer + y*scr_pitch + x);
}
}
// Update 256x256 texture
- glBindTexture(GL_TEXTURE_2D,texture);
- glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,
- GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb);
+ glBindTexture(GL_TEXTURE_2D, texture1);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
+ 256-xskip, 256-yskip, GL_COLOR_INDEX,
+ GL_UNSIGNED_BYTE, palettedFrameBuffer1);
if (flags & FB2GL_320) {
// Update 64x256 texture
- glBindTexture(GL_TEXTURE_2D,textureb);
- glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,
- GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
+ glBindTexture(GL_TEXTURE_2D, texture2);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
+ 64-xskip, 256-yskip, GL_COLOR_INDEX,
+ GL_UNSIGNED_BYTE, palettedFrameBuffer2);
}
}
display();
-
}
void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int yskip) {
int x, y, i;
- int rx, ry, rw, rh;
- int xend=0, yend=0;
+ int rx, ry, rw, rh; // rect[i].x, .y, .w, .h
+ // (0 <= rx <= 320) and (0 <= ry <= 240).
+ // Note: rx may be larger than texture1 width (256).
+ int xend=0, yend=0; // (x + width) and (y + height)
int pitch = fb->pitch/2; // 16 bit pointer access (not char *)
- int tex1_w = 0, tex2_w = 0, tex2_x = 0;
-
+
+ // Width of the rectangle draw in texture1. (256 - rx) > 0
+ unsigned int tex1_w = 0;
+ // Width of the rectangle draw in texture2. (xend - 256) > 0
+ unsigned int tex2_w = 0;
+ // Rectangle's x coordinate in texture2. (rx - 256) > 0
+ unsigned int tex2_x = 0;
+
for (i=0; i<num_rect; i++) {
tex1_w = tex2_w = tex2_x = 0;
rx = rect[i].x;
@@ -340,95 +371,112 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
if (xend > fb->w) continue;
if (yend > fb->h) continue;
- if (rx < 256) { // Begins before the end of the 1st texture
- if (xend >= 256) { // Ends after the first texture
- tex2_w = xend-256; // For the 2nd texture
- tex1_w = rw - tex2_w; // For the 1st texture
+ if (rx < 256) { // Begins before the end of texture1
+ if (xend >= 256) { // Ends after texture1
+ tex2_w = xend - 256; //Rectangle width on texture2
+ tex1_w = rw - tex2_w; // Width left for texture1
}
- else tex1_w = rw;
+ else tex1_w = rw; // This rectangle is inside texture1
}
else {
- tex2_w = rw;
- tex2_x = rx - 256;
+ tex2_w = rw; // This rectangle is inside texture2
+ tex2_x = rx - 256; // Relative x coordinate on texture2
}
+ // Note: if (tex1_w == 0) then there is no rectangle to draw
+ // in texture1. The same is true for tex2_w.
+
for (y = ry; y < yend; y++) {
for (x = rx; x < xend; x++) {
if (x < 256 && tex1_w) {
- int pos = (x-rx+(y-ry)*tex1_w)*4; // RGBA
- SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
- &fb1[pos],
- &fb1[pos+1],
- &fb1[pos+2]);
+ int pos = (x-rx+(y-ry)*tex1_w)*4; // (x + (y*pitch)) * RGBAsize
+ SDL_GetRGB(
+ ((Uint16 *)fb->pixels)[x+y*(pitch)],
+ fb->format,
+ &blitFrameBuffer1[pos],
+ &blitFrameBuffer1[pos+1],
+ &blitFrameBuffer1[pos+2]
+ );
}
else if (x >= 256 && tex2_w) {
int rx2 = rx < 256? 256: rx;
- int pos = (x-rx2+(y-ry)*tex2_w)*4; // RGBA
- SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
- &fb2[pos],
- &fb2[pos+1],
- &fb2[pos+2]);
+ int pos = (x-rx2+(y-ry)*tex2_w)*4; // (x + (y*pitch)) * RGBAsize
+ SDL_GetRGB(
+ ((Uint16 *)fb->pixels)[x+y*(pitch)],
+ fb->format,
+ &blitFrameBuffer2[pos],
+ &blitFrameBuffer2[pos+1],
+ &blitFrameBuffer2[pos+2]
+ );
}
}
}
if (tex1_w > 0) {
// Update 256x256 texture
- glBindTexture(GL_TEXTURE_2D,texture);
+ glBindTexture(GL_TEXTURE_2D, texture1);
glFlush();
- glTexSubImage2D(GL_TEXTURE_2D,0,rx+xskip,ry+yskip,tex1_w,rh,GL_RGBA,
- GL_UNSIGNED_BYTE,fb1);
+ glTexSubImage2D(GL_TEXTURE_2D, 0,
+ rx + xskip,
+ ry + yskip,
+ tex1_w, rh, GL_RGBA,
+ GL_UNSIGNED_BYTE, blitFrameBuffer1);
}
if (tex2_w > 0) { // What was left for this texture
// Update 64x256 texture
- glBindTexture(GL_TEXTURE_2D,textureb);
+ glBindTexture(GL_TEXTURE_2D, texture2);
glFlush();
- glTexSubImage2D(GL_TEXTURE_2D,0,tex2_x+xskip,ry+yskip,tex2_w,rh,GL_RGBA,
- GL_UNSIGNED_BYTE,fb2);
+ glTexSubImage2D(GL_TEXTURE_2D, 0,
+ tex2_x + xskip,
+ ry + yskip,
+ tex2_w, rh, GL_RGBA,
+ GL_UNSIGNED_BYTE,blitFrameBuffer2);
}
}
}
void FB2GL::palette(int i, int r, int g, int b) {
if (flags & FB2GL_EXPAND) {
- ogl_temp_ctable[i][0]=r;
- ogl_temp_ctable[i][1]=g;
- ogl_temp_ctable[i][2]=b;
+ tempColorTable[i][0] = r;
+ tempColorTable[i][1] = g;
+ tempColorTable[i][2] = b;
}
else { // Paletted texture
- ogl_ctable[i][0]=r;
- ogl_ctable[i][1]=g;
- ogl_ctable[i][2]=b;
+ colorTable[i][0] = r;
+ colorTable[i][1] = g;
+ colorTable[i][2] = b;
}
}
-void FB2GL::setPalette(int f, int n) {
+void FB2GL::setPalette(int first, int n) {
char temp[256][3];
int i;
if (flags & FB2GL_EXPAND) {
- for (i=f; i<n; i++) {
- ogl_ctable[i][0] = ogl_temp_ctable[i][0];
- ogl_ctable[i][1] = ogl_temp_ctable[i][1];
- ogl_ctable[i][2] = ogl_temp_ctable[i][2];
+ for (i = first; i < n; i++) {
+ colorTable[i][0] = tempColorTable[i][0];
+ colorTable[i][1] = tempColorTable[i][1];
+ colorTable[i][2] = tempColorTable[i][2];
}
}
else { // Paletted texture
- glBindTexture(GL_TEXTURE_2D,texture);
- glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp);
+ glBindTexture(GL_TEXTURE_2D, texture1);
+ glGetColorTable(GL_TEXTURE_2D, GL_RGB, GL_UNSIGNED_BYTE, &temp);
- for (i=f; i<n; i++) {
- temp[i][0] = ogl_ctable[i][0];
- temp[i][1] = ogl_ctable[i][1];
- temp[i][2] = ogl_ctable[i][2];
+ for (i = first; i < n; i++) {
+ temp[i][0] = colorTable[i][0];
+ temp[i][1] = colorTable[i][1];
+ temp[i][2] = colorTable[i][2];
}
- glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
+ glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
+ GL_UNSIGNED_BYTE, &temp);
if (flags & FB2GL_320) {
- glBindTexture(GL_TEXTURE_2D,textureb);
- glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
+ glBindTexture(GL_TEXTURE_2D, texture2);
+ glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
+ GL_UNSIGNED_BYTE, &temp);
}
}