--- a/src/video/SDL_renderer_gl.c Sat Jul 22 18:01:56 2006 +0000
+++ b/src/video/SDL_renderer_gl.c Sat Jul 22 19:03:31 2006 +0000
@@ -194,9 +194,11 @@
/* Set up parameters for rendering */
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
- glEnable(GL_TEXTURE_2D);
+#ifdef USE_GL_TEXTURE_RECTANGLE
glEnable(GL_TEXTURE_RECTANGLE_ARB);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+#else
+ glEnable(GL_TEXTURE_2D);
+#endif
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
@@ -207,6 +209,17 @@
return renderer;
}
+static __inline__ int
+power_of_2(int input)
+{
+ int value = 1;
+
+ while (value < input) {
+ value <<= 1;
+ }
+ return value;
+}
+
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
@@ -215,6 +228,7 @@
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
+ int texture_w, texture_h;
switch (texture->format) {
case SDL_PixelFormat_Index1LSB:
@@ -318,13 +332,23 @@
/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
glGenTextures(1, &data->texture);
+#ifdef USE_GL_TEXTURE_RECTANGLE
data->type = GL_TEXTURE_RECTANGLE_ARB;
+ texture_w = texture->w;
+ texture_h = texture->h;
data->texw = (GLfloat) texture->w;
data->texh = (GLfloat) texture->h;
+#else
+ data->type = GL_TEXTURE_2D;
+ texture_w = power_of_2(texture->w);
+ texture_h = power_of_2(texture->h);
+ data->texw = (GLfloat) texture->w / texture_w;
+ data->texh = (GLfloat) texture->h / texture_h;
+#endif
data->format = format;
data->formattype = type;
glBindTexture(data->type, data->texture);
- glTexImage2D(data->type, 0, internalFormat, texture->w, texture->h, 0,
+ glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0,
format, type, NULL);
return 0;
@@ -478,18 +502,22 @@
switch (blendMode) {
case SDL_TextureBlendMode_None:
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glDisable(GL_BLEND);
break;
case SDL_TextureBlendMode_Mask:
case SDL_TextureBlendMode_Blend:
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_TextureBlendMode_Add:
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case SDL_TextureBlendMode_Mod:
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
@@ -502,6 +530,7 @@
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case SDL_TextureScaleMode_Slow:
+ case SDL_TextureScaleMode_Best:
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;