Use a more standard texture/blend mode combination for sun/moon halos to

avoid render path that's not supported by all cards/drivers.
This commit is contained in:
curt
1999-11-03 15:17:50 +00:00
parent ca07b64af0
commit 71abebe837
2 changed files with 21 additions and 29 deletions

View File

@@ -157,27 +157,22 @@ void Moon::setHalo()
for (i=0; i < texWidth; i++) {
for (j=0; j < texWidth; j++) {
double x, y, d;
*p = 0xff;
*(p+1) = 0xff;
*(p+2) = 0xff;
x = fabs((double)(i - (texWidth / 2)));
y = fabs((double)(j - (texWidth / 2)));
d = sqrt((x * x) + (y * y));
if (d < radius)
{
if (d < radius) {
double t = 1.0 - (d / radius); // t is 1.0 at center, 0.0 at edge */
// inverse square looks nice
*p = (int)((double)0xff * (t * t));
*(p+1) = (int)((double) 0xff * (t*t));
*(p+2) = (int)((double) 0xff * (t*t));
*(p+3) = 0x11;
}
else
{
*p = 0x00;
*(p+1) = 0x00;
*(p+2) = 0x00;
*(p+3) = 0x11;
}
*(p+3) = (int)((double) 0x20 * (t*t));
} else {
*(p+3) = 0x00;
}
p += 4;
}
}
@@ -354,7 +349,8 @@ void Moon::newImage()
// Draw the halo...
if (current_options.get_textures())
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glEnable(GL_TEXTURE_2D); // TEXTURE ENABLED
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, moon_halotexid);

View File

@@ -116,26 +116,21 @@ void Star::setTexture()
for (j=0; j < texWidth; j++) {
double x, y, d;
*p = 0xff;
*(p+1) = 0xff;
*(p+2) = 0xff;
x = fabs((double)(i - (texWidth / 2)));
y = fabs((double)(j - (texWidth / 2)));
d = sqrt((x * x) + (y * y));
if (d < radius)
{
if (d < radius) {
double t = 1.0 - (d / radius); // t is 1.0 at center, 0.0 at edge */
// inverse square looks nice
*p = (int)((double)0xff * (t * t));
*(p+1) = (int)((double) 0xff * (t*t));
*(p+2) = (int)((double) 0xff * (t*t));
*(p+3) = (int)((double) 0xff * (t*t));
}
else
{
*p = 0x00;
*(p+1) = 0x00;
*(p+2) = 0x00;
} else {
*(p+3) = 0x00;
}
}
p += 4;
}
}
@@ -238,7 +233,8 @@ void Star::newImage(void)
glEnable(GL_TEXTURE_2D); // TEXTURE ENABLED
glEnable(GL_BLEND); // BLEND ENABLED
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, sun_texid);