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[Gnash-commit] gnash/backend render_handler_ogl.cpp


From: Markus Gothe
Subject: [Gnash-commit] gnash/backend render_handler_ogl.cpp
Date: Fri, 03 Nov 2006 21:28:52 +0000

CVSROOT:        /sources/gnash
Module name:    gnash
Changes by:     Markus Gothe <nihilus>  06/11/03 21:28:52

Modified files:
        backend        : render_handler_ogl.cpp 

Log message:
        Just some cleanup...

CVSWeb URLs:
http://cvs.savannah.gnu.org/viewcvs/gnash/backend/render_handler_ogl.cpp?cvsroot=gnash&r1=1.46&r2=1.47

Patches:
Index: render_handler_ogl.cpp
===================================================================
RCS file: /sources/gnash/gnash/backend/render_handler_ogl.cpp,v
retrieving revision 1.46
retrieving revision 1.47
diff -u -b -r1.46 -r1.47
--- render_handler_ogl.cpp      31 Oct 2006 21:21:39 -0000      1.46
+++ render_handler_ogl.cpp      3 Nov 2006 21:28:52 -0000       1.47
@@ -6,7 +6,7 @@
 // A render_handler that uses SDL & OpenGL
 
 
-/* $Id: render_handler_ogl.cpp,v 1.46 2006/10/31 21:21:39 nihilus Exp $ */
+/* $Id: render_handler_ogl.cpp,v 1.47 2006/11/03 21:28:52 nihilus Exp $ */
 
 //#include "gnash.h"
 #include "render_handler.h"
@@ -682,7 +682,7 @@
 */
            // See if we want to, and can, use multitexture
            // antialiasing.
-           s_multitexture_antialias = false;
+           bool s_multitexture_antialias = false;
            if (m_enable_antialias)
                {
                    int tex_units = 0;
@@ -691,14 +691,13 @@
                        {
                            s_multitexture_antialias = true;
                        }
-               glShadeModel (GL_SMOOTH);
                    // Make sure we have an edge texture available.
-                   if (s_multitexture_antialias == true
-                       && s_edge_texture_id == 0)
+                   if (s_multitexture_antialias == true)
                        {
                            // Very simple texture: 2 texels wide, 1 texel high.
                            // Both texels are white; left texel is all clear, 
right texel is all opaque.
                            unsigned char       edge_data[8] = { 255, 255, 255, 
0, 255, 255, 255, 255 };
+                           unsigned int        s_edge_texture_id = 0;
 
                            glActiveTextureARB(GL_TEXTURE1_ARB);
                            glEnable(GL_TEXTURE_2D);
@@ -718,7 +717,6 @@
                            glActiveTextureARB(GL_TEXTURE0_ARB);
                            glDisable(GL_TEXTURE_2D);
                        }
-                       else glEnable(GL_TEXTURE_2D);
                }
 #endif // 0
        }




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