GLsizei dispWidth = (GLsizei )ACLayer.viewport[0];
GLsizei dispHeight = (GLsizei )ACLayer.viewport[1];
- const GLboolean isl = glIsEnabled(GL_LIGHTING); /*OCC6247*/
- if (isl)
- glDisable(GL_LIGHTING); /*OCC6247*/
-
- /*
- * On positionne la projection
- */
glMatrixMode( GL_MODELVIEW );
glPushMatrix ();
glLoadIdentity ();
ratio = ACView.DefWindow.dx/ACView.DefWindow.dy;
float delta;
- if (ratio >= 1.0) { /* fenetre horizontale */
+ if (ratio >= 1.0) {
delta = (float )((top - bottom)/2.0);
switch (attach) {
case 0: /* Aspect_TOC_BOTTOM_LEFT */
break;
}
}
- else { /* fenetre verticale */
+ else {
delta = (float )((right - left)/2.0);
switch (attach) {
case 0: /* Aspect_TOC_BOTTOM_LEFT */
glOrtho (left, right, bottom, top, -1.0, 1.0);
- /*
- * On trace la display-list associee au layer.
- */
glPushAttrib (
GL_LIGHTING_BIT | GL_LINE_BIT | GL_POLYGON_BIT |
GL_DEPTH_BUFFER_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT );
+
glDisable (GL_DEPTH_TEST);
+ glDisable (GL_TEXTURE_1D);
+ glDisable (GL_TEXTURE_2D);
+ glDisable (GL_LIGHTING);
+
+ // TODO: Obsolete code, the display list is always empty now, to be removed
glCallList (ACLayer.ptrLayer->listIndex);
//calling dynamic render of LayerItems
glPopAttrib ();
- /*
- * On retire la projection
- */
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode( GL_MODELVIEW );
glPopMatrix ();
- /*
- * Restauration du Viewport en cas de modification
- */
if (!ACLayer.sizeDependent)
glViewport (0, 0, (GLsizei) ACView.DefWindow.dx, (GLsizei) ACView.DefWindow.dy);
glFlush ();
-
- if (isl)
- glEnable(GL_LIGHTING); /*OCC6247*/
}
/*----------------------------------------------------------------------*/