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/cvs/deliantra/Deliantra-Client/Client.xs
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Comparing deliantra/Deliantra-Client/Client.xs (file contents):
Revision 1.279 by root, Thu Oct 2 15:59:40 2008 UTC vs.
Revision 1.293 by root, Thu Dec 17 02:49:38 2009 UTC

81#define expect_false(expr) expect ((expr) != 0, 0) 81#define expect_false(expr) expect ((expr) != 0, 0)
82#define expect_true(expr) expect ((expr) != 0, 1) 82#define expect_true(expr) expect ((expr) != 0, 1)
83 83
84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */ 84#define OBJ_STR "\xef\xbf\xbc" /* U+FFFC, object replacement character */
85 85
86#define FOW_DARKNESS 32 86#define FOW_DARKNESS 64
87 87
88#define MAP_EXTEND_X 32 88#define MAP_EXTEND_X 32
89#define MAP_EXTEND_Y 512 89#define MAP_EXTEND_Y 512
90 90
91#define MIN_FONT_HEIGHT 10 91#define MIN_FONT_HEIGHT 10
92 92
93/* mask out modifiers we are not interested in */ 93/* mask out modifiers we are not interested in */
94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META) 94#define MOD_MASK (KMOD_CTRL | KMOD_SHIFT | KMOD_ALT | KMOD_META)
95 95
96#define KMOD_LRAM 0x10000 // our extension 96#define KMOD_LRAM 0x10000 // our extension
97
98#define TEXID_SPEECH 1
99#define TEXID_NOFACE 2
100#define TEXID_HIDDEN 3
97 101
98static AV *texture_av; 102static AV *texture_av;
99 103
100static struct 104static struct
101{ 105{
233 int w, h; 237 int w, h;
234 float s, t; 238 float s, t;
235 uint8_t r, g, b, a; 239 uint8_t r, g, b, a;
236 tileid smoothtile; 240 tileid smoothtile;
237 uint8_t smoothlevel; 241 uint8_t smoothlevel;
242 uint8_t unused; /* set to zero on use */
238} maptex; 243} maptex;
239 244
240typedef struct { 245typedef struct {
241 uint32_t player; 246 uint32_t player;
242 tileid tile[3]; 247 tileid tile[3];
1206#if DEBUG 1211#if DEBUG
1207 VALGRIND_DO_LEAK_CHECK; 1212 VALGRIND_DO_LEAK_CHECK;
1208#endif 1213#endif
1209} 1214}
1210 1215
1216int
1217SvREFCNT (SV *sv)
1218 CODE:
1219 RETVAL = SvREFCNT (sv);
1220 OUTPUT:
1221 RETVAL
1222
1211MODULE = Deliantra::Client PACKAGE = DC::Font 1223MODULE = Deliantra::Client PACKAGE = DC::Font
1212 1224
1213PROTOTYPES: DISABLE 1225PROTOTYPES: DISABLE
1214 1226
1215DC::Font 1227DC::Font
1644 if (ix) 1656 if (ix)
1645 { 1657 {
1646 glDisable (GL_ALPHA_TEST); 1658 glDisable (GL_ALPHA_TEST);
1647 glDisable (GL_BLEND); 1659 glDisable (GL_BLEND);
1648 } 1660 }
1661}
1662
1663void
1664draw_fow_texture (float intensity, int name1, float s1, float t1, float w1, float h1)
1665 PROTOTYPE: @
1666 CODE:
1667{
1668 glEnable (GL_TEXTURE_2D);
1669 glEnable (GL_BLEND);
1670 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1671 glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
1672
1673 glColor4f (intensity, intensity, intensity, 0.9);
1674 glPushMatrix ();
1675 glScalef (1./3, 1./3, 1.);
1676
1677 glBindTexture (GL_TEXTURE_2D, name1);
1678
1679 glBegin (GL_QUADS);
1680 glTexCoord2f ( 0, 0); glVertex2f ( 0, 0);
1681 glTexCoord2f ( 0, t1); glVertex2f ( 0, h1);
1682 glTexCoord2f (s1, t1); glVertex2f (w1, h1);
1683 glTexCoord2f (s1, 0); glVertex2f (w1, 0);
1684 glEnd ();
1685
1686 glPopMatrix ();
1687
1688 glDisable (GL_TEXTURE_2D);
1689 glDisable (GL_BLEND);
1649} 1690}
1650 1691
1651IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type) 1692IV texture_valid_2d (GLint internalformat, GLsizei w, GLsizei h, GLenum format, GLenum type)
1652 CODE: 1693 CODE:
1653{ 1694{
1759 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 1800 //glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1760 // use uglier nearest interpolation because linear suffers 1801 // use uglier nearest interpolation because linear suffers
1761 // from transparent color bleeding and ugly wrapping effects. 1802 // from transparent color bleeding and ugly wrapping effects.
1762 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 1803 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1763} 1804}
1805
1806void
1807expire_textures (DC::Map self, int texid, int count)
1808 PPCODE:
1809 for (; texid < self->texs && count; ++texid, --count)
1810 {
1811 maptex *tex = self->tex + texid;
1812
1813 if (tex->name)
1814 {
1815 if (tex->unused)
1816 {
1817 tex->name = 0;
1818 tex->unused = 0;
1819 XPUSHs (sv_2mortal (newSViv (texid)));
1820 }
1821 else
1822 tex->unused = 1;
1823 }
1824 }
1764 1825
1765int 1826int
1766ox (DC::Map self) 1827ox (DC::Map self)
1767 ALIAS: 1828 ALIAS:
1768 oy = 1 1829 oy = 1
1889 cell->tile [z] = self->face2tile [face]; 1950 cell->tile [z] = self->face2tile [face];
1890 1951
1891 if (cell->tile [z]) 1952 if (cell->tile [z])
1892 { 1953 {
1893 maptex *tex = self->tex + cell->tile [z]; 1954 maptex *tex = self->tex + cell->tile [z];
1955 tex->unused = 0;
1894 if (!tex->name) 1956 if (!tex->name)
1895 av_push (missing, newSViv (cell->tile [z])); 1957 av_push (missing, newSViv (cell->tile [z]));
1896 1958
1897 if (tex->smoothtile) 1959 if (tex->smoothtile)
1898 { 1960 {
1899 maptex *smooth = self->tex + tex->smoothtile; 1961 maptex *smooth = self->tex + tex->smoothtile;
1962 smooth->unused = 0;
1900 if (!smooth->name) 1963 if (!smooth->name)
1901 av_push (missing, newSViv (tex->smoothtile)); 1964 av_push (missing, newSViv (tex->smoothtile));
1902 } 1965 }
1903 } 1966 }
1904 } 1967 }
1975 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level 2038 uint32_t smooth_level[256 / 32]; // one bit for every possible smooth level
1976 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k) 2039 static uint8_t smooth_max[256][256]; // egad, fast and wasteful on memory (64k)
1977 smooth_key skey; 2040 smooth_key skey;
1978 int pl_x, pl_y; 2041 int pl_x, pl_y;
1979 maptex pl_tex; 2042 maptex pl_tex;
1980 rc_t *rc = rc_alloc (); 2043 rc_t *rc = rc_alloc ();
2044 rc_t *rc_ov = rc_alloc ();
1981 rc_key_t key; 2045 rc_key_t key;
1982 rc_array_t *arr; 2046 rc_array_t *arr, *arr_hidden;
1983 2047
1984 pl_tex.name = 0; 2048 pl_tex.name = 0;
1985 2049
1986 // thats current max. sorry. 2050 // that's current max. sorry.
1987 if (sw > 255) sw = 255; 2051 if (sw > 255) sw = 255;
1988 if (sh > 255) sh = 255; 2052 if (sh > 255) sh = 255;
1989 2053
1990 // clear key, in case of extra padding 2054 // clear key, in case of extra padding
1991 memset (&skey, 0, sizeof (skey)); 2055 memset (&skey, 0, sizeof (skey));
1995 key.g = 255; 2059 key.g = 255;
1996 key.b = 255; 2060 key.b = 255;
1997 key.a = 255; 2061 key.a = 255;
1998 key.mode = GL_QUADS; 2062 key.mode = GL_QUADS;
1999 key.format = GL_T2F_V3F; 2063 key.format = GL_T2F_V3F;
2000 key.texname = -1;
2001 2064
2002 mx += self->x; 2065 mx += self->x;
2003 my += self->y; 2066 my += self->y;
2004 2067
2005 // first pass: determine smooth_max 2068 // first pass: determine smooth_max
2026 2089
2027 glEnable (GL_BLEND); 2090 glEnable (GL_BLEND);
2028 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2091 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2029 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2092 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2030 2093
2094 key.texname = self->tex [TEXID_HIDDEN].name;
2095 arr_hidden = rc_array (rc_ov, &key);
2096
2031 for (z = 0; z <= 2; z++) 2097 for (z = 0; z <= 2; z++)
2032 { 2098 {
2033 memset (smooth_level, 0, sizeof (smooth_level)); 2099 memset (smooth_level, 0, sizeof (smooth_level));
2100 key.texname = -1;
2034 2101
2035 for (y = 0; y < sh; y++) 2102 for (y = 0; y < sh; y++)
2036 if (0 <= y + my && y + my < self->rows) 2103 if (0 <= y + my && y + my < self->rows)
2037 { 2104 {
2038 maprow *row = self->row + (y + my); 2105 maprow *row = self->row + (y + my);
2044 tileid tile = cell->tile [z]; 2111 tileid tile = cell->tile [z];
2045 2112
2046 if (tile) 2113 if (tile)
2047 { 2114 {
2048 maptex tex = self->tex [tile]; 2115 maptex tex = self->tex [tile];
2049 int px = (x + 1) * T - tex.w; 2116 int px, py;
2050 int py = (y + 1) * T - tex.h;
2051 2117
2052 if (key.texname != tex.name) 2118 if (key.texname != tex.name)
2053 { 2119 {
2120 self->tex [tile].unused = 0;
2121
2054 if (!tex.name) 2122 if (!tex.name)
2055 tex = self->tex [2]; /* missing, replace by noface */ 2123 tex = self->tex [TEXID_NOFACE]; /* missing, replace by noface */
2056 2124
2057 key.texname = tex.name; 2125 key.texname = tex.name;
2058 arr = rc_array (rc, &key); 2126 arr = rc_array (rc, &key);
2059 } 2127 }
2128
2129 px = (x + 1) * T - tex.w;
2130 py = (y + 1) * T - tex.h;
2060 2131
2061 if (expect_false (cell->player == player) && expect_false (z == 2)) 2132 if (expect_false (cell->player == player) && expect_false (z == 2))
2062 { 2133 {
2063 pl_x = px; 2134 pl_x = px;
2064 pl_y = py; 2135 pl_y = py;
2069 rc_t2f_v3f (arr, 0 , 0 , px , py , 0); 2140 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2070 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0); 2141 rc_t2f_v3f (arr, 0 , tex.t, px , py + tex.h, 0);
2071 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0); 2142 rc_t2f_v3f (arr, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2072 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2143 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2073 2144
2074 if (expect_false (cell->flags) && expect_false (z == 2))
2075 {
2076 // overlays such as the speech bubble, probably more to come
2077 if (cell->flags & 1)
2078 {
2079 maptex tex = self->tex [1];
2080 int px = x * T + T * 2 / 32;
2081 int py = y * T - T * 6 / 32;
2082
2083 if (tex.name)
2084 {
2085 if (key.texname != tex.name)
2086 {
2087 key.texname = tex.name;
2088 arr = rc_array (rc, &key);
2089 }
2090
2091 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2092 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2093 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2094 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2095 }
2096 }
2097 }
2098
2099 // update smooth hash 2145 // update smooth hash
2100 if (tex.smoothtile) 2146 if (tex.smoothtile)
2101 { 2147 {
2102 skey.tile = tex.smoothtile; 2148 skey.tile = tex.smoothtile;
2103 skey.level = tex.smoothlevel; 2149 skey.level = tex.smoothlevel;
2131 // corners 2177 // corners
2132 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100); 2178 skey.x = x + 2; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0100);
2133 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200); 2179 skey.x = x ; skey.y = y + 2; smooth_or_bits (smooth, &skey, 0x0200);
2134 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400); 2180 skey.x = x ; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0400);
2135 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800); 2181 skey.x = x + 2; skey.y = y ; smooth_or_bits (smooth, &skey, 0x0800);
2182 }
2183 }
2184
2185 if (expect_false (z == 2))
2186 {
2187 /* draw question marks on top of hidden spaces */
2188 if (!cell->darkness)
2189 {
2190 maptex tex = self->tex [TEXID_HIDDEN];
2191 int px = (x + 1) * T - tex.w;
2192 int py = (y + 1) * T - tex.h;
2193
2194 rc_t2f_v3f (arr_hidden, 0 , 0 , px , py , 0);
2195 rc_t2f_v3f (arr_hidden, 0 , tex.t, px , py + tex.h, 0);
2196 rc_t2f_v3f (arr_hidden, tex.s, tex.t, px + tex.w, py + tex.h, 0);
2197 rc_t2f_v3f (arr_hidden, tex.s, 0 , px + tex.w, py , 0);
2198 }
2199
2200 if (expect_false (cell->flags))
2201 {
2202 // overlays such as the speech bubble, probably more to come
2203 if (cell->flags & 1)
2204 {
2205 rc_key_t key_ov = key;
2206 maptex tex = self->tex [TEXID_SPEECH];
2207 rc_array_t *arr;
2208 int px = x * T + T * 2 / 32;
2209 int py = y * T - T * 6 / 32;
2210
2211 key_ov.texname = tex.name;
2212 arr = rc_array (rc_ov, &key_ov);
2213
2214 rc_t2f_v3f (arr, 0 , 0 , px , py , 0);
2215 rc_t2f_v3f (arr, 0 , tex.t, px , py + T, 0);
2216 rc_t2f_v3f (arr, tex.s, tex.t, px + T, py + T, 0);
2217 rc_t2f_v3f (arr, tex.s, 0 , px + T, py , 0);
2218 }
2136 } 2219 }
2137 } 2220 }
2138 } 2221 }
2139 } 2222 }
2140 2223
2180 { 2263 {
2181 // this time avoiding texture state changes 2264 // this time avoiding texture state changes
2182 // save gobs of state changes. 2265 // save gobs of state changes.
2183 if (key.texname != tex.name) 2266 if (key.texname != tex.name)
2184 { 2267 {
2268 self->tex [skey->tile].unused = 0;
2269
2185 glEnd (); 2270 glEnd ();
2186 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name); 2271 glBindTexture (GL_TEXTURE_2D, key.texname = tex.name);
2187 glBegin (GL_QUADS); 2272 glBegin (GL_QUADS);
2188 } 2273 }
2189 2274
2235 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0); 2320 rc_t2f_v3f (arr, tex.s, 0 , px + tex.w, py , 0);
2236 2321
2237 rc_draw (rc); 2322 rc_draw (rc);
2238 } 2323 }
2239 2324
2325 rc_draw (rc_ov);
2326 rc_clear (rc_ov);
2327
2240 glDisable (GL_BLEND); 2328 glDisable (GL_BLEND);
2241 rc_free (rc); 2329 rc_free (rc);
2330 rc_free (rc_ov);
2242 2331
2243 // top layer: overlays such as the health bar 2332 // top layer: overlays such as the health bar
2244 for (y = 0; y < sh; y++) 2333 for (y = 0; y < sh; y++)
2245 if (0 <= y + my && y + my < self->rows) 2334 if (0 <= y + my && y + my < self->rows)
2246 { 2335 {
2306 }; 2395 };
2307 2396
2308 int x, y; 2397 int x, y;
2309 2398
2310 glEnable (GL_TEXTURE_2D); 2399 glEnable (GL_TEXTURE_2D);
2400 /* GL_REPLACE would be correct, as we don't need to modulate alpha,
2401 * but the nvidia driver (185.18.14) mishandles alpha textures
2402 * ansd takes the colour from god knows where instead of using
2403 * Cp. MODULATE results in the same colour, but slightly different
2404 * alpha, but atcually gives us the correct colour with nvidia.
2405 */
2311 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 2406 glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2312 glEnable (GL_BLEND); 2407 glEnable (GL_BLEND);
2313 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 2408 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2314 glBegin (GL_QUADS); 2409 glBegin (GL_QUADS);
2315 2410
2316 for (y = 0; y < h; y++) 2411 for (y = 0; y < h; y++)
2323 float *c = color [m & 15]; 2418 float *c = color [m & 15];
2324 2419
2325 float tx1 = m & 0x40 ? 0.5 : 0.; 2420 float tx1 = m & 0x40 ? 0.5 : 0.;
2326 float tx2 = tx1 + 0.5; 2421 float tx2 = tx1 + 0.5;
2327 2422
2328 glColor4f (c[0], c[1], c[2], 0.75); 2423 glColor4f (c[0], c[1], c[2], 1);
2329 glTexCoord2f (tx1, 0.); glVertex2i (x , y ); 2424 glTexCoord2f (tx1, 0.); glVertex2i (x , y );
2330 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1); 2425 glTexCoord2f (tx1, 1.); glVertex2i (x , y + 1);
2331 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1); 2426 glTexCoord2f (tx2, 1.); glVertex2i (x + 1, y + 1);
2332 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y ); 2427 glTexCoord2f (tx2, 0.); glVertex2i (x + 1, y );
2333 } 2428 }
2792 } *civ, const_iv[] = { 2887 } *civ, const_iv[] = {
2793# define const_iv(name) { # name, (IV)name } 2888# define const_iv(name) { # name, (IV)name }
2794 const_iv (GL_VENDOR), 2889 const_iv (GL_VENDOR),
2795 const_iv (GL_VERSION), 2890 const_iv (GL_VERSION),
2796 const_iv (GL_EXTENSIONS), 2891 const_iv (GL_EXTENSIONS),
2892 const_iv (GL_MAX_TEXTURE_UNITS),
2797 const_iv (GL_COLOR_MATERIAL), 2893 const_iv (GL_COLOR_MATERIAL),
2798 const_iv (GL_SMOOTH), 2894 const_iv (GL_SMOOTH),
2799 const_iv (GL_FLAT), 2895 const_iv (GL_FLAT),
2800 const_iv (GL_DITHER), 2896 const_iv (GL_DITHER),
2801 const_iv (GL_BLEND), 2897 const_iv (GL_BLEND),
2813 const_iv (GL_ZERO), 2909 const_iv (GL_ZERO),
2814 const_iv (GL_SRC_ALPHA), 2910 const_iv (GL_SRC_ALPHA),
2815 const_iv (GL_DST_ALPHA), 2911 const_iv (GL_DST_ALPHA),
2816 const_iv (GL_ONE_MINUS_SRC_ALPHA), 2912 const_iv (GL_ONE_MINUS_SRC_ALPHA),
2817 const_iv (GL_ONE_MINUS_DST_ALPHA), 2913 const_iv (GL_ONE_MINUS_DST_ALPHA),
2914 const_iv (GL_SRC_COLOR),
2915 const_iv (GL_DST_COLOR),
2916 const_iv (GL_ONE_MINUS_SRC_COLOR),
2917 const_iv (GL_ONE_MINUS_DST_COLOR),
2818 const_iv (GL_SRC_ALPHA_SATURATE), 2918 const_iv (GL_SRC_ALPHA_SATURATE),
2819 const_iv (GL_RGB), 2919 const_iv (GL_RGB),
2820 const_iv (GL_RGBA), 2920 const_iv (GL_RGBA),
2821 const_iv (GL_RGBA4), 2921 const_iv (GL_RGBA4),
2822 const_iv (GL_RGBA8), 2922 const_iv (GL_RGBA8),
2890 const_iv (GL_NICEST), 2990 const_iv (GL_NICEST),
2891 const_iv (GL_V2F), 2991 const_iv (GL_V2F),
2892 const_iv (GL_V3F), 2992 const_iv (GL_V3F),
2893 const_iv (GL_T2F_V3F), 2993 const_iv (GL_T2F_V3F),
2894 const_iv (GL_T2F_N3F_V3F), 2994 const_iv (GL_T2F_N3F_V3F),
2995 const_iv (GL_FUNC_ADD),
2996 const_iv (GL_FUNC_SUBTRACT),
2997 const_iv (GL_FUNC_REVERSE_SUBTRACT),
2895# undef const_iv 2998# undef const_iv
2896 }; 2999 };
2897 3000
2898 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; ) 3001 for (civ = const_iv + sizeof (const_iv) / sizeof (const_iv [0]); civ-- > const_iv; )
2899 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv)); 3002 newCONSTSUB (stash, (char *)civ->name, newSViv (civ->iv));
2906disable_GL_EXT_blend_func_separate () 3009disable_GL_EXT_blend_func_separate ()
2907 CODE: 3010 CODE:
2908 gl.BlendFuncSeparate = 0; 3011 gl.BlendFuncSeparate = 0;
2909 gl.BlendFuncSeparateEXT = 0; 3012 gl.BlendFuncSeparateEXT = 0;
2910 3013
3014void
3015apple_nvidia_bug (int enable)
3016
2911char * 3017char *
2912gl_vendor () 3018gl_vendor ()
2913 CODE: 3019 CODE:
2914 RETVAL = (char *)glGetString (GL_VENDOR); 3020 RETVAL = (char *)glGetString (GL_VENDOR);
2915 OUTPUT: 3021 OUTPUT:
2963void glBlendFunc (int sfactor, int dfactor) 3069void glBlendFunc (int sfactor, int dfactor)
2964 3070
2965void glBlendFuncSeparate (int sa, int da, int saa, int daa) 3071void glBlendFuncSeparate (int sa, int da, int saa, int daa)
2966 CODE: 3072 CODE:
2967 gl_BlendFuncSeparate (sa, da, saa, daa); 3073 gl_BlendFuncSeparate (sa, da, saa, daa);
3074
3075# void glBlendEquation (int se)
2968 3076
2969void glDepthMask (int flag) 3077void glDepthMask (int flag)
2970 3078
2971void glLogicOp (int opcode) 3079void glLogicOp (int opcode)
2972 3080

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