int IsSet;
- char* Font;
+ const char* Font;
float Space;
void Init ();
- void ExportText (const wchar_t *text, const int is2d, const float x, const float y, const float z, const OpenGl_AspectText *aspect, const OpenGl_TextParam *param, const float height);
+ void ExportText (const wchar_t *text, const int is2d, const float x, const float y, const float z, const OpenGl_AspectText *aspect, const OpenGl_TextParam *param, const short height);
#ifdef HAVE_GL2PS
static void getGL2PSFontName(const char *src_font, char *ps_font);
if ( renderMode == GL_FEEDBACK )
{
#ifdef HAVE_GL2PS
- export_h = (GLdouble)fnt->FaceSize() / export_h;
+ export_h = (float)fnt->FaceSize() / export_h;
glPopMatrix();
- ExportText( str, is2d, x, y, z, aspect, param, export_h );
+ ExportText( str, is2d, x, y, z, aspect, param, (short)export_h );
#endif
}
else
static const int alignmentforgl2ps[3][3] = { {5,2,8}, {4,1,7}, {6,3,9} };
void OpenGl_Display::ExportText (const wchar_t* text, const int is2d, const float x, const float y, const float z,
- const OpenGl_AspectText *aspect, const OpenGl_TextParam *param, const float height)
+ const OpenGl_AspectText *aspect, const OpenGl_TextParam *param, const short height)
{
#ifdef HAVE_GL2PS
glDisable(GL_DEPTH_TEST);
}
- GLint* param = new GLint;
- glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, param);
+ GLint param;
+ glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ¶m);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glAlphaFunc(GL_GEQUAL, 0.285f);
OGLFont_Cache cache = _FontCache.Find( id );
cache.Font->Render( text );
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, *param);
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, param);
if( !enableTexture )
glDisable(GL_TEXTURE_2D);
if( !enableDepthTest )
glDisable(GL_DEPTH_TEST);
- delete param;
-
glPopAttrib();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
{
CALL_DEF_CONTEXTTEXT aContextText = myDefaultContextText;
- aContextText.Font = (char*)Font;
+ aContextText.Font = Font;
aContextText.DisplayType = AType;
aContextText.Color.r = R;
aContextText.Color.g = G;
*/
static void MyBindTextureEXT (TextureID ID, int Context)
{
- // si l'extension est presente, c'est facile
TextureDataID data = textab[ID].data;
- if (textab[ID].status == TEXDATA_NONE)
+ if (texdata[data].status == TEXDATA_NONE)
return;
- // OCC11904 - make sure that the correct texture is bound before drawing
- GLenum aParamName = textab[ID].status == TEXDATA_1D ? GL_TEXTURE_BINDING_1D : GL_TEXTURE_BINDING_2D;
+ GLenum aParamName = texdata[data].status == TEXDATA_1D ?
+ GL_TEXTURE_BINDING_1D : GL_TEXTURE_BINDING_2D;
+
GLint aCurrTex = -1;
glGetIntegerv (aParamName, &aCurrTex);
if (textab[ID].number[Context] != aCurrTex)
*/
- glPushAttrib( GL_FOG_BIT | GL_LIGHTING_BIT );
+ glPushAttrib( GL_FOG_BIT | GL_LIGHTING_BIT | GL_ENABLE_BIT );
// Apply Fog
if ( myFog.IsOn )
if (!myGraduatedTrihedron.IsNull())
myGraduatedTrihedron->Render(AWorkspace);
- glPopAttrib(); // GL_FOG_BIT | GL_LIGHTING_BIT
+ glPopAttrib(); // GL_FOG_BIT | GL_LIGHTING_BIT | GL_ENABLE_BIT
// Restore face culling
if ( myBackfacing )
{
if (hViewBitmap)
DeleteObject (hViewBitmap);
- aFrameBuffer->Release ();
+ aFrameBuffer->Release (GetGlContext());
hViewBitmap = NULL;
}
else