equal
deleted
inserted
replaced
890 |
890 |
891 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
891 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
892 glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
892 glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
893 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
893 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
894 |
894 |
895 Tint($FF, $FF, $FF, $FF); |
895 untint; |
896 |
896 |
897 {for i:= -1 to cWaterSprCount do |
897 {for i:= -1 to cWaterSprCount do |
898 DrawSprite(sprWater, |
898 DrawSprite(sprWater, |
899 i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), |
899 i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), |
900 cWaterLine + WorldDy + dY, |
900 cWaterLine + WorldDy + dY, |
1295 // this approach should be faster than drawing all borders one by one tinted or not |
1295 // this approach should be faster than drawing all borders one by one tinted or not |
1296 if highlight then |
1296 if highlight then |
1297 begin |
1297 begin |
1298 if TeamsCount * 100 > Longword(cScreenHeight) then |
1298 if TeamsCount * 100 > Longword(cScreenHeight) then |
1299 Tint($FF,$FF,$FF,$80) |
1299 Tint($FF,$FF,$FF,$80) |
1300 else Tint($FF, $FF, $FF, $FF); |
1300 else untint; |
1301 |
1301 |
1302 // draw name |
1302 // draw name |
1303 r.x:= 2; |
1303 r.x:= 2; |
1304 r.y:= 2; |
1304 r.y:= 2; |
1305 r.w:= NameTagTex^.w - 4; |
1305 r.w:= NameTagTex^.w - 4; |
1344 Tint(SDTint, SDTint, SDTint, $FF); |
1344 Tint(SDTint, SDTint, SDTint, $FF); |
1345 DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); |
1345 DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); |
1346 ChangeDepth(RM, -cStereo_Horizon); |
1346 ChangeDepth(RM, -cStereo_Horizon); |
1347 DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); |
1347 DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); |
1348 if SuddenDeathDmg then |
1348 if SuddenDeathDmg then |
1349 Tint($FF, $FF, $FF, $FF); |
1349 untint; |
1350 end; |
1350 end; |
1351 |
1351 |
1352 DrawVisualGears(0); |
1352 DrawVisualGears(0); |
1353 ChangeDepth(RM, -cStereo_MidDistance); |
1353 ChangeDepth(RM, -cStereo_MidDistance); |
1354 DrawVisualGears(4); |
1354 DrawVisualGears(4); |
1659 |
1659 |
1660 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
1660 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
1661 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
1661 glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
1662 |
1662 |
1663 glEnable(GL_TEXTURE_2D); |
1663 glEnable(GL_TEXTURE_2D); |
1664 Tint($FF, $FF, $FF, $FF); |
1664 untint; |
1665 if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then |
1665 if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then |
1666 ScreenFade:= sfNone |
1666 ScreenFade:= sfNone |
1667 end |
1667 end |
1668 end; |
1668 end; |
1669 |
1669 |
1687 Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007))))); |
1687 Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007))))); |
1688 glBegin(GL_POLYGON); |
1688 glBegin(GL_POLYGON); |
1689 for i:= 0 to 20 do |
1689 for i:= 0 to 20 do |
1690 glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10); |
1690 glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10); |
1691 glEnd(); |
1691 glEnd(); |
1692 Tint($FF, $FF, $FF, $FF); |
1692 untint; |
1693 glEnable(GL_TEXTURE_2D); |
1693 glEnable(GL_TEXTURE_2D); |
1694 end; |
1694 end; |
1695 {$ENDIF} |
1695 {$ENDIF} |
1696 |
1696 |
1697 SetScale(zoom); |
1697 SetScale(zoom); |