Bleh, removed OGL dlists since it didnt seem to make much difference.
git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@476 a31d4220-a93d-0410-bf67-fe4944624d44
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@ -75,9 +75,7 @@ private:
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bool failed;
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bool failed;
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GLFONT font;
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GLFONT font;
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int pitch;
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int pitch;
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GLuint displaylist;
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u8 *data;
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u8 *data;
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GLhandleARB v,f,p,t;
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DWORD currentAdapter;
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DWORD currentAdapter;
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void initializeMatrices( int w, int h );
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void initializeMatrices( int w, int h );
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@ -192,12 +190,6 @@ void OpenGLDisplay::cleanup()
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texture = 0;
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texture = 0;
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}
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}
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if (displaylist)
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{
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glDeleteLists(displaylist, 1);
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displaylist = 0;
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}
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DisableOpenGL();
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DisableOpenGL();
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if(filterData) {
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if(filterData) {
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free(filterData);
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free(filterData);
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@ -385,7 +377,6 @@ bool OpenGLDisplay::initialize()
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theApp.updateIFB();
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theApp.updateIFB();
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pitch = theApp.filterWidth * (systemColorDepth>>3) + 4;
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pitch = theApp.filterWidth * (systemColorDepth>>3) + 4;
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data = pix + ( theApp.sizeX + 1 ) * 4;
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data = pix + ( theApp.sizeX + 1 ) * 4;
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renderlist();
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if(failed)
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if(failed)
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return false;
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return false;
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@ -400,28 +391,6 @@ void OpenGLDisplay::clear()
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glClear( GL_COLOR_BUFFER_BIT );
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glClear( GL_COLOR_BUFFER_BIT );
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}
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}
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//dlist
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void OpenGLDisplay::renderlist()
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{
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displaylist = glGenLists(1); //set the cube list to Generate a List
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glNewList(displaylist,GL_COMPILE); //compile the new list
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0f, 0.0f );
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glVertex3i( 0, 0, 0 );
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glTexCoord2f( (float)(width) / size, 0.0f );
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glVertex3i( theApp.surfaceSizeX, 0, 0 );
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glTexCoord2f( (float)(width) / size, (float)(height) / size );
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glVertex3i( theApp.surfaceSizeX, theApp.surfaceSizeY, 0 );
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glTexCoord2f( 0.0f, (float)(height) / size );
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glVertex3i( 0, theApp.surfaceSizeY, 0 );
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glEnd();
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glEndList();
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}
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//main render func
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//main render func
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void OpenGLDisplay::render()
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void OpenGLDisplay::render()
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{
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{
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@ -454,7 +423,20 @@ void OpenGLDisplay::render()
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glTexSubImage2D(GL_TEXTURE_2D,0,0,0,width,height,GL_RGBA,GL_UNSIGNED_BYTE,data );
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glTexSubImage2D(GL_TEXTURE_2D,0,0,0,width,height,GL_RGBA,GL_UNSIGNED_BYTE,data );
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glCallList(displaylist);
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glBegin( GL_QUADS );
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glTexCoord2f( 0.0f, 0.0f );
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glVertex3i( 0, 0, 0 );
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glTexCoord2f( (float)(width) / size, 0.0f );
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glVertex3i( theApp.surfaceSizeX, 0, 0 );
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glTexCoord2f( (float)(width) / size, (float)(height) / size );
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glVertex3i( theApp.surfaceSizeX, theApp.surfaceSizeY, 0 );
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glTexCoord2f( 0.0f, (float)(height) / size );
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glVertex3i( 0, theApp.surfaceSizeY, 0 );
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glEnd();
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if( theApp.showSpeed ) { // && ( theApp.videoOption > VIDEO_4X ) ) {
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if( theApp.showSpeed ) { // && ( theApp.videoOption > VIDEO_4X ) ) {
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@ -504,13 +486,7 @@ void OpenGLDisplay::render()
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void OpenGLDisplay::resize( int w, int h )
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void OpenGLDisplay::resize( int w, int h )
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{
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{
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initializeMatrices( w, h );
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initializeMatrices( w, h );
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/* Display lists are not mutable, so we have to do this*/
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if (displaylist)
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{
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glDeleteLists(displaylist, 1);
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displaylist = 0;
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renderlist();
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}
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}
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}
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//update filtering methods
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//update filtering methods
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@ -558,12 +534,7 @@ void OpenGLDisplay::initializeMatrices( int w, int h )
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadIdentity();
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if (displaylist)
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{
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glDeleteLists(displaylist, 1);
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displaylist = 0;
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renderlist();
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}
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}
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}
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//init font texture
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//init font texture
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@ -648,12 +619,7 @@ bool OpenGLDisplay::changeRenderSize( int w, int h )
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free(filterData);
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free(filterData);
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filterData = (u8 *)malloc(4*w*h);
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filterData = (u8 *)malloc(4*w*h);
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}
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}
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if (displaylist)
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{
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glDeleteLists(displaylist, 1);
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displaylist = 0;
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renderlist();
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}
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return true;
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return true;
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}
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}
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@ -680,12 +646,7 @@ void OpenGLDisplay::calculateDestRect( int w, int h )
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destRect.top += diff;
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destRect.top += diff;
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destRect.bottom += diff;
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destRect.bottom += diff;
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}
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}
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if (displaylist)
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{
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glDeleteLists(displaylist, 1);
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displaylist = 0;
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renderlist();
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}
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}
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}
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//config options
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//config options
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