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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.174 by root, Fri Apr 6 07:45:34 2007 UTC vs.
Revision 1.194 by root, Thu Jul 12 17:56:50 2007 UTC

6# include <wininet.h> 6# include <wininet.h>
7# pragma warning(disable:4244) 7# pragma warning(disable:4244)
8# pragma warning(disable:4761) 8# pragma warning(disable:4761)
9#endif 9#endif
10 10
11//#define DEBUG 1
12#if DEBUG
13# include <valgrind/memcheck.h>
14#endif
15
11#include "EXTERN.h" 16#include "EXTERN.h"
12#include "perl.h" 17#include "perl.h"
13#include "XSUB.h" 18#include "XSUB.h"
14 19
15#ifdef _WIN32 20#ifdef _WIN32
56# define PARACHUTE SDL_INIT_NOPARACHUTE 61# define PARACHUTE SDL_INIT_NOPARACHUTE
57#else 62#else
58# define PARACHUTE 0 63# define PARACHUTE 0
59#endif 64#endif
60 65
66static AV *texture_av;
67
61static struct 68static struct
62{ 69{
63#define GL_FUNC(ptr,name) ptr name; 70#define GL_FUNC(ptr,name) ptr name;
64#include "glfunc.h" 71#include "glfunc.h"
65#undef GL_FUNC 72#undef GL_FUNC
66} gl; 73} gl;
67 74
75static void
68static void gl_BlendFuncSeparate (GLenum sa, GLenum da, GLenum saa, GLenum daa) 76gl_BlendFuncSeparate (GLenum sa, GLenum da, GLenum saa, GLenum daa)
69{ 77{
70 if (gl.BlendFuncSeparate) 78 if (gl.BlendFuncSeparate)
71 gl.BlendFuncSeparate (sa, da, saa, daa); 79 gl.BlendFuncSeparate (sa, da, saa, daa);
72 else if (gl.BlendFuncSeparateEXT) 80 else if (gl.BlendFuncSeparateEXT)
73 gl.BlendFuncSeparateEXT (sa, da, saa, daa); 81 gl.BlendFuncSeparateEXT (sa, da, saa, daa);
74 else 82 else
75 glBlendFunc (sa, da); 83 glBlendFunc (sa, da);
76} 84}
77 85
86static GLuint
87gen_texture ()
88{
89 GLuint name;
90
91 if (AvFILL (texture_av) >= 0)
92 name = (GLuint)(size_t)av_pop (texture_av);
93 else
94 glGenTextures (1, &name);
95
96 return name;
97}
98
99static void
100del_texture (GLuint name)
101{
102 /* make a half-assed attempt at returning the memory used by the texture */
103 /* textures are frequently being reused by cfplus anyway */
104 /*glBindTexture (GL_TEXTURE_2D, name);*/
105 /*glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, 0, 0, 0, GL_ALPHA, GL_UNSIGNED_BYTE, 0);*/
106 av_push (texture_av, (SV *)(size_t)name);
107 glDeleteTextures (1, &name);
108}
109
78#include "texcache.c" 110#include "texcache.c"
79 111
80#include "pango-font.c" 112#include "pango-font.c"
81#include "pango-fontmap.c" 113#include "pango-fontmap.c"
82#include "pango-render.c" 114#include "pango-render.c"
163typedef struct { 195typedef struct {
164 int name; 196 int name;
165 int w, h; 197 int w, h;
166 float s, t; 198 float s, t;
167 uint8_t r, g, b, a; 199 uint8_t r, g, b, a;
200 tileid smoothtile;
201 uint8_t smoothlevel;
168} maptex; 202} maptex;
169 203
170typedef struct { 204typedef struct {
171 uint32_t player; 205 uint32_t player;
172 tileid tile[3]; 206 tileid tile[3];
173 uint16_t darkness; 207 uint16_t darkness;
174 uint8_t stat_width, stat_hp, flags; 208 uint8_t stat_width, stat_hp, flags, smoothmax;
175} mapcell; 209} mapcell;
176 210
177typedef struct { 211typedef struct {
178 int32_t c0, c1; 212 int32_t c0, c1;
179 mapcell *col; 213 mapcell *col;
333 cell->stat_hp = 0; 367 cell->stat_hp = 0;
334 cell->flags = 0; 368 cell->flags = 0;
335 cell->player = 0; 369 cell->player = 0;
336 } 370 }
337 } 371 }
372}
373
374typedef struct {
375 tileid tile;
376 uint8_t x, y, level;
377} smooth_key;
378
379static void
380smooth_or_bits (HV *hv, smooth_key *key, IV bits)
381{
382 SV **sv = hv_fetch (hv, (char *)key, sizeof (*key), 1);
383
384 if (SvIOK (*sv))
385 SvIV_set (*sv, SvIVX (*sv) | bits);
386 else
387 sv_setiv (*sv, bits);
338} 388}
339 389
340static void 390static void
341music_finished (void) 391music_finished (void)
342{ 392{
596 RETVAL = !!SDL_SetVideoMode ( 646 RETVAL = !!SDL_SetVideoMode (
597 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0) 647 w, h, 0, SDL_OPENGL | (fullscreen ? SDL_FULLSCREEN : 0)
598 ); 648 );
599 if (RETVAL) 649 if (RETVAL)
600 { 650 {
651 av_clear (texture_av);
652
601 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+"); 653 SDL_WM_SetCaption ("Crossfire+ Client " VERSION, "Crossfire+");
602# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name); 654# define GL_FUNC(ptr,name) gl.name = (ptr)SDL_GL_GetProcAddress ("gl" # name);
603# include "glfunc.h" 655# include "glfunc.h"
604# undef GL_FUNC 656# undef GL_FUNC
657
605 } 658 }
606 OUTPUT: 659 OUTPUT:
607 RETVAL 660 RETVAL
608 661
609void 662void
683Mix_AllocateChannels (int numchans = -1) 736Mix_AllocateChannels (int numchans = -1)
684 737
685void 738void
686lowdelay (int fd, int val = 1) 739lowdelay (int fd, int val = 1)
687 CODE: 740 CODE:
688#ifndef _WIN32
689 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, &val, sizeof (val)); 741 setsockopt (fd, IPPROTO_TCP, TCP_NODELAY, (void *)&val, sizeof (val));
690#endif
691 742
692void 743void
693win32_proxy_info () 744win32_proxy_info ()
694 PPCODE: 745 PPCODE:
695{ 746{
836 ExitThread (retval); // unclean, please beam me up 887 ExitThread (retval); // unclean, please beam me up
837#else 888#else
838 _exit (retval); 889 _exit (retval);
839#endif 890#endif
840 891
892void
893debug ()
894 CODE:
895{
896#if DEBUG
897 VALGRIND_DO_LEAK_CHECK;
898#endif
899}
900
841MODULE = CFPlus PACKAGE = CFPlus::Font 901MODULE = CFPlus PACKAGE = CFPlus::Font
842 902
843CFPlus::Font 903CFPlus::Font
844new_from_file (SV *class, char *path, int id = 0) 904new_from_file (SV *class, char *path, int id = 0)
845 CODE: 905 CODE:
1292set_tileid (CFPlus::Map self, int face, int tile) 1352set_tileid (CFPlus::Map self, int face, int tile)
1293 CODE: 1353 CODE:
1294{ 1354{
1295 need_facenum (self, face); self->face2tile [face] = tile; 1355 need_facenum (self, face); self->face2tile [face] = tile;
1296 need_texid (self, tile); 1356 need_texid (self, tile);
1357}
1358
1359void
1360set_smooth (CFPlus::Map self, int face, int smooth, int level)
1361 CODE:
1362{
1363 tileid texid;
1364 maptex *tex;
1365
1366 if (face < 0 || face >= self->faces)
1367 return;
1368
1369 if (smooth < 0 || smooth >= self->faces)
1370 return;
1371
1372 texid = self->face2tile [face];
1373
1374 if (!texid)
1375 return;
1376
1377 tex = self->tex + texid;
1378 tex->smoothtile = self->face2tile [smooth];
1379 tex->smoothlevel = level;
1297} 1380}
1298 1381
1299void 1382void
1300set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a) 1383set_texture (CFPlus::Map self, int texid, int name, int w, int h, float s, float t, int r, int g, int b, int a)
1301 CODE: 1384 CODE:
1352 CODE: 1435 CODE:
1353{ 1436{
1354 if (dx > 0) 1437 if (dx > 0)
1355 map_blank (self, self->x, self->y, dx, self->h); 1438 map_blank (self, self->x, self->y, dx, self->h);
1356 else if (dx < 0) 1439 else if (dx < 0)
1357 map_blank (self, self->x + self->w + dx + 1, self->y, -dx, self->h); 1440 map_blank (self, self->x + self->w + dx, self->y, -dx, self->h);
1358 1441
1359 if (dy > 0) 1442 if (dy > 0)
1360 map_blank (self, self->x, self->y, self->w, dy); 1443 map_blank (self, self->x, self->y, self->w, dy);
1361 else if (dy < 0) 1444 else if (dy < 0)
1362 map_blank (self, self->x, self->y + self->h + dy + 1, self->w, -dy); 1445 map_blank (self, self->x, self->y + self->h + dy, self->w, -dy);
1363 1446
1364 self->ox += dx; self->x += dx; 1447 self->ox += dx; self->x += dx;
1365 self->oy += dy; self->y += dy; 1448 self->oy += dy; self->y += dy;
1366 1449
1367 while (self->y < 0) 1450 while (self->y < 0)
1421 } 1504 }
1422 else if (cmd == 6) // monster width 1505 else if (cmd == 6) // monster width
1423 cell->stat_width = *data++ + 1; 1506 cell->stat_width = *data++ + 1;
1424 else if (cmd == 0x47) 1507 else if (cmd == 0x47)
1425 { 1508 {
1426 if (*data == 8) 1509 if (*data == 4)
1427 ; // decode player uuid 1510 ; // decode player count
1428 1511
1429 data += *data + 1; 1512 data += *data + 1;
1430 } 1513 }
1431 else if (cmd == 8) // cell flags 1514 else if (cmd == 8) // cell flags
1432 cell->flags = *data++; 1515 cell->flags = *data++;
1524 1607
1525void 1608void
1526draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T) 1609draw (CFPlus::Map self, int mx, int my, int sw, int sh, int T)
1527 CODE: 1610 CODE:
1528{ 1611{
1612 HV *smooth = (HV *)sv_2mortal ((SV *)newHV ());
1613 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1614 static uint8_t smooth_max[256][256]; // egad, fats and wasteful on memory (64k)
1615 smooth_key skey;
1529 int x, y, z; 1616 int x, y, z;
1530 int last_name; 1617 int last_name;
1618
1619 // thats current max. sorry.
1620 if (sw > 255) sw = 255;
1621 if (sh > 255) sh = 255;
1622
1623 // clear key, in case of extra padding
1624 memset (&skey, 0, sizeof (skey));
1531 1625
1532 glColor4ub (255, 255, 255, 255); 1626 glColor4ub (255, 255, 255, 255);
1533 1627
1534 glEnable (GL_BLEND); 1628 glEnable (GL_BLEND);
1535 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 1629 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1541 last_name = 0; 1635 last_name = 0;
1542 1636
1543 mx += self->x; 1637 mx += self->x;
1544 my += self->y; 1638 my += self->y;
1545 1639
1640 // first pass: determine smooth_max
1641 // rather ugly, if you ask me
1642 // could also be stored inside mapcell and updated on change
1643 memset (smooth_max, 0, sizeof (smooth_max));
1644
1645 for (y = 0; y < sh; y++)
1646 if (0 <= y + my && y + my < self->rows)
1647 {
1648 maprow *row = self->row + (y + my);
1649
1650 for (x = 0; x < sw; x++)
1651 if (row->c0 <= x + mx && x + mx < row->c1)
1652 {
1653 mapcell *cell = row->col + (x + mx - row->c0);
1654
1655 smooth_max[x + 1][y + 1] =
1656 MAX (self->tex [cell->tile [0]].smoothlevel,
1657 MAX (self->tex [cell->tile [1]].smoothlevel,
1658 self->tex [cell->tile [2]].smoothlevel));
1659 }
1660 }
1661
1546 for (z = 0; z < 3; z++) 1662 for (z = 0; z <= 2; z++)
1663 {
1664 memset (smooth_level, 0, sizeof (smooth_level));
1665
1547 for (y = 0; y < sh; y++) 1666 for (y = 0; y < sh; y++)
1548 if (0 <= y + my && y + my < self->rows) 1667 if (0 <= y + my && y + my < self->rows)
1549 { 1668 {
1550 maprow *row = self->row + (y + my); 1669 maprow *row = self->row + (y + my);
1551 1670
1552 for (x = 0; x < sw; x++) 1671 for (x = 0; x < sw; x++)
1553 if (row->c0 <= x + mx && x + mx < row->c1) 1672 if (row->c0 <= x + mx && x + mx < row->c1)
1554 { 1673 {
1555 mapcell *cell = row->col + (x + mx - row->c0); 1674 mapcell *cell = row->col + (x + mx - row->c0);
1556 tileid tile = cell->tile [z]; 1675 tileid tile = cell->tile [z];
1676
1677 if (tile)
1678 {
1679 maptex tex = self->tex [tile];
1680 int px = (x + 1) * T - tex.w;
1681 int py = (y + 1) * T - tex.h;
1682
1683 // suppressing texture state switches here
1684 // is only moderately effective, but worth the extra effort
1685 if (last_name != tex.name)
1686 {
1687 if (!tex.name)
1688 tex = self->tex [2]; /* missing, replace by noface */
1689
1690 glEnd ();
1691 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1692 glBegin (GL_QUADS);
1693 }
1694
1695 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1696 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1697 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1698 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1699
1700 if (cell->flags && z == 2)
1701 {
1702 if (cell->flags & 1)
1703 {
1704 maptex tex = self->tex [1];
1705 int px = x * T + T * 2 / 32;
1706 int py = y * T - T * 6 / 32;
1707
1708 glEnd ();
1709 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1710 glBegin (GL_QUADS);
1711
1712 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1713 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T);
1714 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T);
1715 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py );
1716 }
1717 }
1718
1719 // update smooth hash
1720 if (tex.smoothtile)
1721 {
1722 skey.tile = tex.smoothtile;
1723 skey.level = tex.smoothlevel;
1724
1725 smooth_level [tex.smoothlevel >> 5] |= ((uint32_t)1) << (tex.smoothlevel & 31);
1726
1727 // add bits to current tile and all neighbours. skey.x|y is
1728 // shifted +1|+1 so we always stay positive.
1729
1730 // bits is ___n cccc CCCC bbbb
1731 // n do not draw borders&corners
1732 // c draw these corners, but...
1733 // C ... not these
1734 // b draw these borders
1735
1736 // borders: 1 ┃· 2 ━━ 4 ·┃ 8 ··
1737 // ┃· ·· ·┃ ━━
1738
1739 // corners: 1 ┛· 2 ·┗ 4 ·· 8 ··
1740 // ·· ·· ·┏ ┓·
1741
1742 // full tile
1743 skey.x = x + 1; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x1000);
1744
1745 // borders
1746 skey.x = x + 2; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0091);
1747 skey.x = x + 1; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0032);
1748 skey.x = x ; skey.y = y + 1; smooth_or_bits (smooth, &skey, 0x0064);
1749 skey.x = x + 1; skey.y = y ; smooth_or_bits (smooth, &skey, 0x00c8);
1750
1751 // corners
1752 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
1753 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
1754 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
1755 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
1756 }
1757 }
1557 1758 }
1759 }
1760
1761 // go through all smoothlevels, lowest to highest, then draw.
1762 // this is basically counting sort
1763 {
1764 int w, b;
1765
1766 for (w = 0; w < 256 / 32; ++w)
1767 {
1768 uint32_t smask = smooth_level [w];
1558 if (tile) 1769 if (smask)
1770 for (b = 0; b < 32; ++b)
1771 if (smask & (((uint32_t)1) << b))
1559 { 1772 {
1560 maptex tex = self->tex [tile]; 1773 int level = (w << 5) | b;
1561 int px = (x + 1) * T - tex.w; 1774 HE *he;
1562 int py = (y + 1) * T - tex.h;
1563 1775
1564 if (last_name != tex.name) 1776 hv_iterinit (smooth);
1777 while ((he = hv_iternext (smooth)))
1565 { 1778 {
1779 smooth_key *skey = (smooth_key *)HeKEY (he);
1780 IV bits = SvIVX (HeVAL (he));
1781
1566 if (!tex.name) 1782 if (!(bits & 0x1000)
1567 tex = self->tex [2]; /* missing, replace by noface */ 1783 && skey->level == level
1568 1784 && level > smooth_max [skey->x][skey->y])
1569 glEnd ();
1570 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1571 glBegin (GL_QUADS);
1572 }
1573
1574 glTexCoord2f (0 , 0 ); glVertex2f (px , py );
1575 glTexCoord2f (0 , tex.t); glVertex2f (px , py + tex.h);
1576 glTexCoord2f (tex.s, tex.t); glVertex2f (px + tex.w, py + tex.h);
1577 glTexCoord2f (tex.s, 0 ); glVertex2f (px + tex.w, py );
1578
1579 if (cell->flags && z == 2)
1580 {
1581 if (cell->flags & 1)
1582 { 1785 {
1583 maptex tex = self->tex [1]; 1786 maptex tex = self->tex [skey->tile];
1584 int px = x * T + T * 2 / 32; 1787 int px = (((int)skey->x) - 1) * T;
1585 int py = y * T - T * 6 / 32; 1788 int py = (((int)skey->y) - 1) * T;
1789 int border = bits & 15;
1790 int corner = (bits >> 8) & ~(bits >> 4) & 15;
1791 float dx = tex.s * .0625f; // 16 images/row
1792 float dy = tex.t * .5f ; // 2 images/column
1586 1793
1794 // this time naively avoiding texture state changes
1795 // save gobs of state changes.
1796 if (last_name != tex.name)
1797 {
1798 if (!tex.name)
1799 continue; // smoothing not yet available
1800
1587 glEnd (); 1801 glEnd ();
1588 glBindTexture (GL_TEXTURE_2D, last_name = tex.name); 1802 glBindTexture (GL_TEXTURE_2D, last_name = tex.name);
1589 glBegin (GL_QUADS); 1803 glBegin (GL_QUADS);
1804 }
1590 1805
1806 if (border)
1807 {
1808 float ox = border * dx;
1809
1810 glTexCoord2f (ox , 0.f ); glVertex2f (px , py );
1811 glTexCoord2f (ox , dy ); glVertex2f (px , py + T);
1812 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py + T);
1813 glTexCoord2f (ox + dx, 0.f ); glVertex2f (px + T, py );
1814 }
1815
1816 if (corner)
1817 {
1818 float ox = corner * dx;
1819
1591 glTexCoord2f (0 , 0 ); glVertex2f (px , py ); 1820 glTexCoord2f (ox , dy ); glVertex2f (px , py );
1592 glTexCoord2f (0 , tex.t); glVertex2f (px , py + T); 1821 glTexCoord2f (ox , dy * 2.f); glVertex2f (px , py + T);
1593 glTexCoord2f (tex.s, tex.t); glVertex2f (px + T, py + T); 1822 glTexCoord2f (ox + dx, dy * 2.f); glVertex2f (px + T, py + T);
1594 glTexCoord2f (tex.s, 0 ); glVertex2f (px + T, py ); 1823 glTexCoord2f (ox + dx, dy ); glVertex2f (px + T, py );
1824 }
1595 } 1825 }
1596 } 1826 }
1597 } 1827 }
1598 }
1599 } 1828 }
1829 }
1830
1831 hv_clear (smooth);
1832 }
1600 1833
1601 glEnd (); 1834 glEnd ();
1602 1835
1603 glDisable (GL_TEXTURE_2D); 1836 glDisable (GL_TEXTURE_2D);
1604 glDisable (GL_BLEND); 1837 glDisable (GL_BLEND);
1856 2089
1857 for (z = 0; z <= 2; z++) 2090 for (z = 0; z <= 2; z++)
1858 { 2091 {
1859 tileid t = tile [z]; 2092 tileid t = tile [z];
1860 2093
1861 if (t >= self->texs || !self->tex [t].name) 2094 if (t >= self->texs || (t && !self->tex [t].name))
1862 { 2095 {
1863 XPUSHs (sv_2mortal (newSViv (t))); 2096 XPUSHs (sv_2mortal (newSViv (t)));
1864 need_texid (self, t); 2097 need_texid (self, t);
1865 } 2098 }
1866 2099
1904 2137
1905int 2138int
1906volume (int volume = -1) 2139volume (int volume = -1)
1907 CODE: 2140 CODE:
1908 RETVAL = Mix_VolumeMusic (volume); 2141 RETVAL = Mix_VolumeMusic (volume);
2142 OUTPUT:
2143 RETVAL
2144
2145int
2146fade_out (int ms)
2147 CODE:
2148 RETVAL = Mix_FadeOutMusic (ms);
1909 OUTPUT: 2149 OUTPUT:
1910 RETVAL 2150 RETVAL
1911 2151
1912CFPlus::MixMusic 2152CFPlus::MixMusic
1913new_from_file (SV *class, char *path) 2153new_from_file (SV *class, char *path)
2021# undef const_iv 2261# undef const_iv
2022 }; 2262 };
2023 2263
2024 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 2264 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2025 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 2265 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2266
2267 texture_av = newAV ();
2268 AvREAL_off (texture_av);
2026} 2269}
2027 2270
2028char * 2271char *
2029gl_vendor () 2272gl_vendor ()
2030 CODE: 2273 CODE:
2179 2422
2180void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR) 2423void glCopyPixels (int x, int y, int width, int height, int type = GL_COLOR)
2181 2424
2182int glGenTexture () 2425int glGenTexture ()
2183 CODE: 2426 CODE:
2184{ 2427 RETVAL = gen_texture ();
2185 GLuint name;
2186 glGenTextures (1, &name);
2187 RETVAL = name;
2188}
2189 OUTPUT: 2428 OUTPUT:
2190 RETVAL 2429 RETVAL
2191 2430
2192void glDeleteTexture (int name) 2431void glDeleteTexture (int name)
2193 CODE: 2432 CODE:
2194{
2195 GLuint name_ = name;
2196 glDeleteTextures (1, &name_); 2433 del_texture (name);
2197} 2434
2198
2199int glGenList () 2435int glGenList ()
2200 CODE: 2436 CODE:
2201 RETVAL = glGenLists (1); 2437 RETVAL = glGenLists (1);
2202 OUTPUT: 2438 OUTPUT:
2203 RETVAL 2439 RETVAL

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