Initial revision
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progs/demos/multiarb.c
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307
progs/demos/multiarb.c
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/* $Id: multiarb.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
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/*
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* GL_ARB_multitexture demo
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* Brian Paul November 1998 This program is in the public domain.
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*/
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/*
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* $Log: multiarb.c,v $
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* Revision 1.1 1999/08/19 00:55:40 jtg
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* Initial revision
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*
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* Revision 1.3 1999/03/28 18:20:49 brianp
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* minor clean-up
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*
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* Revision 1.2 1998/11/05 04:34:04 brianp
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* moved image files to ../images/ directory
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*
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* Revision 1.1 1998/11/03 01:36:33 brianp
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* Initial revision
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*
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*/
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <GL/glut.h>
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#include "../util/readtex.c" /* I know, this is a hack. */
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#define TEXTURE_1_FILE "../images/girl.rgb"
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#define TEXTURE_2_FILE "../images/reflect.rgb"
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#define TEX0 1
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#define TEX1 2
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#define TEXBOTH 3
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#define ANIMATE 10
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#define QUIT 100
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static GLboolean Animate = GL_TRUE;
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static GLfloat Drift = 0.0;
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static GLfloat Xrot = 20.0, Yrot = 30.0, Zrot = 0.0;
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static void Idle( void )
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{
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if (Animate) {
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Drift += 0.05;
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#ifdef GL_ARB_multitexture
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glActiveTextureARB(GL_TEXTURE0_ARB);
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#endif
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(Drift, 0.0, 0.0);
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glMatrixMode(GL_MODELVIEW);
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#ifdef GL_ARB_multitexture
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glActiveTextureARB(GL_TEXTURE1_ARB);
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#endif
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glTranslatef(0.0, Drift, 0.0);
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glMatrixMode(GL_MODELVIEW);
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glutPostRedisplay();
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}
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}
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static void DrawObject(void)
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{
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glBegin(GL_QUADS);
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#ifdef GL_ARB_multitexture
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 0.0);
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 0.0);
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glVertex2f(-1.0, -1.0);
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 0.0);
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 0.0);
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glVertex2f(1.0, -1.0);
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 2.0, 2.0);
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 1.0, 1.0);
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glVertex2f(1.0, 1.0);
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, 0.0, 2.0);
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 0.0, 1.0);
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glVertex2f(-1.0, 1.0);
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#else
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glTexCoord2f(0.0, 0.0);
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glVertex2f(-1.0, -1.0);
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glTexCoord2f(1.0, 0.0);
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glVertex2f(1.0, -1.0);
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glTexCoord2f(1.0, 1.0);
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glVertex2f(1.0, 1.0);
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glTexCoord2f(0.0, 1.0);
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glVertex2f(-1.0, 1.0);
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#endif
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glEnd();
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}
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static void Display( void )
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{
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glClear( GL_COLOR_BUFFER_BIT );
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glPushMatrix();
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glRotatef(Xrot, 1.0, 0.0, 0.0);
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glRotatef(Yrot, 0.0, 1.0, 0.0);
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glRotatef(Zrot, 0.0, 0.0, 1.0);
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glScalef(5.0, 5.0, 5.0);
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DrawObject();
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glPopMatrix();
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glutSwapBuffers();
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}
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static void Reshape( int width, int height )
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{
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glViewport( 0, 0, width, height );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
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/*glOrtho( -6.0, 6.0, -6.0, 6.0, 10.0, 100.0 );*/
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -70.0 );
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}
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static void ModeMenu(int entry)
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{
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GLboolean enable0 = GL_FALSE, enable1 = GL_FALSE;
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if (entry==TEX0) {
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enable0 = GL_TRUE;
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}
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else if (entry==TEX1) {
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enable1 = GL_TRUE;
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}
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else if (entry==TEXBOTH) {
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enable0 = GL_TRUE;
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enable1 = GL_TRUE;
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}
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else if (entry==ANIMATE) {
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Animate = !Animate;
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}
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else if (entry==QUIT) {
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exit(0);
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}
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if (entry != ANIMATE) {
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#ifdef GL_ARB_multitexture
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glActiveTextureARB(GL_TEXTURE0_ARB);
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#endif
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if (enable0) {
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glEnable(GL_TEXTURE_2D);
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}
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else
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glDisable(GL_TEXTURE_2D);
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#ifdef GL_ARB_multitexture
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glActiveTextureARB(GL_TEXTURE1_ARB);
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#endif
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if (enable1) {
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glEnable(GL_TEXTURE_2D);
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}
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else
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glDisable(GL_TEXTURE_2D);
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}
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glutPostRedisplay();
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}
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static void Key( unsigned char key, int x, int y )
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{
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(void) x;
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(void) y;
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switch (key) {
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case 27:
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exit(0);
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break;
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}
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glutPostRedisplay();
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}
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static void SpecialKey( int key, int x, int y )
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{
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float step = 3.0;
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(void) x;
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(void) y;
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switch (key) {
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case GLUT_KEY_UP:
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Xrot += step;
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break;
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case GLUT_KEY_DOWN:
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Xrot -= step;
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break;
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case GLUT_KEY_LEFT:
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Yrot += step;
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break;
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case GLUT_KEY_RIGHT:
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Yrot -= step;
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break;
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}
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glutPostRedisplay();
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}
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static void Init( void )
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{
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const char *exten = (const char *) glGetString(GL_EXTENSIONS);
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if (!strstr(exten, "GL_ARB_multitexture")) {
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printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
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exit(1);
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}
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/* setup texture env 0 */
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#ifdef GL_ARB_multitexture
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glActiveTextureARB(GL_TEXTURE0_ARB);
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#endif
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#ifdef LINEAR_FILTER
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/* linear filtering looks much nicer but is much slower for Mesa */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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#endif
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
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printf("Error: couldn't load texture image\n");
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exit(1);
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}
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/* setup texture env 1 */
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#ifdef GL_ARB_multitexture
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glActiveTextureARB(GL_TEXTURE1_ARB);
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#endif
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#ifdef LINEAR_FILTER
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/* linear filtering looks much nicer but is much slower for Mesa */
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#else
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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#endif
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
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printf("Error: couldn't load texture image\n");
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exit(1);
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}
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glShadeModel(GL_FLAT);
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glClearColor(0.3, 0.3, 0.4, 1.0);
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ModeMenu(TEXBOTH);
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}
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int main( int argc, char *argv[] )
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{
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glutInit( &argc, argv );
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glutInitWindowSize( 300, 300 );
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glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
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glutCreateWindow(argv[0] );
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Init();
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glutReshapeFunc( Reshape );
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glutKeyboardFunc( Key );
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glutSpecialFunc( SpecialKey );
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glutDisplayFunc( Display );
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glutIdleFunc( Idle );
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glutCreateMenu(ModeMenu);
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glutAddMenuEntry("Texture 0", TEX0);
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glutAddMenuEntry("Texture 1", TEX1);
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glutAddMenuEntry("Multi-texture", TEXBOTH);
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glutAddMenuEntry("Toggle Animation", ANIMATE);
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glutAddMenuEntry("Quit", QUIT);
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glutAttachMenu(GLUT_RIGHT_BUTTON);
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glutMainLoop();
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return 0;
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}
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