mirror of
https://github.com/glest/glest-source.git
synced 2025-08-25 17:20:43 +02:00
- updates from notsogood to add more player colors and splash particles and memory cleanup to G3d Viewer (thanks notsogood!)
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@@ -176,15 +176,35 @@ void Renderer::init(){
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customTextureBlue->getPixmap()->init(1, 1, 3);
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customTextureBlue->getPixmap()->setPixel(0, 0, Vec3f(0.f, 0.f, 1.f));
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//green tex
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customTextureGreen= textureManager->newTexture2D();
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customTextureGreen->getPixmap()->init(1, 1, 3);
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customTextureGreen->getPixmap()->setPixel(0, 0, Vec3f(0.f, 0.5f, 0.f));
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//yellow tex
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customTextureYellow= textureManager->newTexture2D();
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customTextureYellow->getPixmap()->init(1, 1, 3);
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customTextureYellow->getPixmap()->setPixel(0, 0, Vec3f(1.f, 1.f, 0.f));
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//green
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customTextureGreen= textureManager->newTexture2D();
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customTextureGreen->getPixmap()->init(1, 1, 3);
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customTextureGreen->getPixmap()->setPixel(0, 0, Vec3f(0.f, 0.5f, 0.f));
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//white tex
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customTextureWhite= textureManager->newTexture2D();
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customTextureWhite->getPixmap()->init(1, 1, 3);
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customTextureWhite->getPixmap()->setPixel(0, 0, Vec3f(1.f, 1.f, 1.f));
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//cyan tex
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customTextureCyan= textureManager->newTexture2D();
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customTextureCyan->getPixmap()->init(1, 1, 3);
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customTextureCyan->getPixmap()->setPixel(0, 0, Vec3f(0.f, 1.f, 0.8f));
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//orange tex
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customTextureOrange= textureManager->newTexture2D();
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customTextureOrange->getPixmap()->init(1, 1, 3);
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customTextureOrange->getPixmap()->setPixel(0, 0, Vec3f(1.f, 0.5f, 0.f));
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//magenta tex
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customTextureMagenta= textureManager->newTexture2D();
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customTextureMagenta->getPixmap()->init(1, 1, 3);
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customTextureMagenta->getPixmap()->setPixel(0, 0, Vec3f(1.f, 0.5f, 1.f));
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glEnable(GL_TEXTURE_2D);
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@@ -230,11 +250,23 @@ void Renderer::reset(int w, int h, PlayerColor playerColor){
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case pcBlue:
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customTexture= customTextureBlue;
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break;
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case pcGreen:
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customTexture= customTextureGreen;
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break;
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case pcYellow:
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customTexture= customTextureYellow;
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break;
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case pcGreen:
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customTexture= customTextureGreen;
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case pcWhite:
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customTexture= customTextureWhite;
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break;
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case pcCyan:
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customTexture= customTextureCyan;
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break;
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case pcOrange:
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customTexture= customTextureOrange;
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break;
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case pcMagenta:
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customTexture= customTextureMagenta;
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break;
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default:
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assert(false);
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@@ -348,11 +380,23 @@ Texture2D * Renderer::getPlayerColorTexture(PlayerColor playerColor) {
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case pcBlue:
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customTexture= customTextureBlue;
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break;
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case pcGreen:
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customTexture= customTextureGreen;
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break;
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case pcYellow:
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customTexture= customTextureYellow;
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break;
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case pcGreen:
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customTexture= customTextureGreen;
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case pcWhite:
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customTexture= customTextureWhite;
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break;
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case pcCyan:
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customTexture= customTextureCyan;
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break;
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case pcOrange:
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customTexture= customTextureOrange;
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break;
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case pcMagenta:
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customTexture= customTextureMagenta;
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break;
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default:
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assert(false);
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