Use a more standard texture/blend mode combination for sun/moon halos to
avoid render path that's not supported by all cards/drivers.
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@@ -157,27 +157,22 @@ void Moon::setHalo()
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for (i=0; i < texWidth; i++) {
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for (j=0; j < texWidth; j++) {
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double x, y, d;
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*p = 0xff;
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*(p+1) = 0xff;
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*(p+2) = 0xff;
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x = fabs((double)(i - (texWidth / 2)));
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y = fabs((double)(j - (texWidth / 2)));
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d = sqrt((x * x) + (y * y));
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if (d < radius)
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{
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if (d < radius) {
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double t = 1.0 - (d / radius); // t is 1.0 at center, 0.0 at edge */
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// inverse square looks nice
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*p = (int)((double)0xff * (t * t));
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*(p+1) = (int)((double) 0xff * (t*t));
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*(p+2) = (int)((double) 0xff * (t*t));
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*(p+3) = 0x11;
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}
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else
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{
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*p = 0x00;
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*(p+1) = 0x00;
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*(p+2) = 0x00;
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*(p+3) = 0x11;
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}
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*(p+3) = (int)((double) 0x20 * (t*t));
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} else {
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*(p+3) = 0x00;
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}
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p += 4;
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}
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}
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@@ -354,7 +349,8 @@ void Moon::newImage()
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// Draw the halo...
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if (current_options.get_textures())
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glEnable(GL_TEXTURE_2D); // TEXTURE ENABLED
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBindTexture(GL_TEXTURE_2D, moon_halotexid);
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@@ -116,26 +116,21 @@ void Star::setTexture()
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for (j=0; j < texWidth; j++) {
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double x, y, d;
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*p = 0xff;
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*(p+1) = 0xff;
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*(p+2) = 0xff;
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x = fabs((double)(i - (texWidth / 2)));
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y = fabs((double)(j - (texWidth / 2)));
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d = sqrt((x * x) + (y * y));
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if (d < radius)
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{
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if (d < radius) {
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double t = 1.0 - (d / radius); // t is 1.0 at center, 0.0 at edge */
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// inverse square looks nice
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*p = (int)((double)0xff * (t * t));
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*(p+1) = (int)((double) 0xff * (t*t));
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*(p+2) = (int)((double) 0xff * (t*t));
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*(p+3) = (int)((double) 0xff * (t*t));
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}
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else
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{
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*p = 0x00;
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*(p+1) = 0x00;
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*(p+2) = 0x00;
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} else {
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*(p+3) = 0x00;
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}
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}
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p += 4;
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}
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}
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@@ -238,7 +233,8 @@ void Star::newImage(void)
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glEnable(GL_TEXTURE_2D); // TEXTURE ENABLED
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glEnable(GL_BLEND); // BLEND ENABLED
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBindTexture(GL_TEXTURE_2D, sun_texid);
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