--- a/hedgewars/uWorld.pas Tue Jul 13 17:39:00 2010 -0400
+++ b/hedgewars/uWorld.pas Wed Jul 14 00:43:36 2010 +0200
@@ -421,17 +421,16 @@
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= lh;
- glEnableClientState (GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
- glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
- glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
-
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
glEnable(GL_TEXTURE_2D);
end;
@@ -471,15 +470,11 @@
TextureBuffer[3].X:= TextureBuffer[0].X;
TextureBuffer[3].Y:= TextureBuffer[2].Y;
-glEnableClientState(GL_VERTEX_ARRAY);
-glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
-glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-glDisableClientState(GL_VERTEX_ARRAY);
Tint($FF, $FF, $FF, $FF);
{for i:= -1 to cWaterSprCount do
@@ -963,10 +958,10 @@
VertexBuffer[3].Y:= cScreenHeight;
glDisable(GL_TEXTURE_2D);
- glEnableClientState(GL_VERTEX_ARRAY);
+
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
- glDisableClientState(GL_VERTEX_ARRAY);
+
glEnable(GL_TEXTURE_2D);
Tint($FF, $FF, $FF, $FF);
if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone