//
// $Id$
-#include "render_area_2d.hxx"
-//#include <iostream>
-#include <plib/ssg.h>
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
-//using namespace std;
+#include <GL/gl.h>
+#include "render_area_2d.hxx"
static const float dummy_normals[][3] = {{0.0f, 0.0f, 0.0f},
}
void RenderArea2D::draw() {
+#if 0
glDisable(GL_TEXTURE_2D);
/*
glColor3f(1, 1, 0);
}
glEnable(GL_TEXTURE_2D);
+#endif
}
// Set clipping region in logical units
// -----------------------------------------
void RenderArea2D::doSetColor( const float *rgba ) {
+ //OSGFIXME
+#if 0
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, rgba);
glColor4fv( rgba );
+#endif
}
void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals ) {
//cout << "doDrawQuad: " << *p[0] << ", " << *(p[0]+1) << ", " << *p[1] << ", " << *(p[1]+1) << ", " << *p[2] << ", " << *p([2]+1) << ", " << *p[3] << ", " << *p([3]+1) <<'\n';
+ //OSGFIXME
+#if 0
glBegin(GL_QUADS);
glNormal3fv( normals[0] ); glVertex2fv( p[0] );
glNormal3fv( normals[1] ); glVertex2fv( p[1] );
glNormal3fv( normals[2] ); glVertex2fv( p[2] );
glNormal3fv( normals[3] ); glVertex2fv( p[3] );
glEnd();
+#endif
}
void RenderArea2D::doDrawQuad( const sgVec2 *p, const sgVec3 *normals, const sgVec4 *color ) {
+ //OSGFIXME
+#if 0
glBegin(GL_QUADS);
glColor4fv( color[0] );glNormal3fv( normals[0] ); glVertex2fv( p[0] );
glColor4fv( color[1] );glNormal3fv( normals[1] ); glVertex2fv( p[1] );
glColor4fv( color[2] );glNormal3fv( normals[2] ); glVertex2fv( p[2] );
glColor4fv( color[3] );glNormal3fv( normals[3] ); glVertex2fv( p[3] );
glEnd();
+#endif
}