# include <windows.h>
#endif
-#include GLUT_H
-
#include <string.h>
+#include <simgear/compiler.h>
+
+#include SG_GLU_H
+
#include <simgear/debug/logstream.hxx>
#include <simgear/screen/texture.hxx>
#include <simgear/math/sg_random.h>
#include "globals.hxx"
#include "fg_props.hxx"
#include "splash.hxx"
+#include "fg_os.hxx"
+
static SGTexture splash;
// Initialize the splash screen
-void fgSplashInit ( void ) {
+void fgSplashInit ( const char *splash_texture ) {
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
splash.bind();
- // load in the texture data
- int num = (int)(sg_random() * 5.0 + 1.0);
- char num_str[256];
- sprintf(num_str, "%d", num);
-
SGPath tpath( globals->get_fg_root() );
- tpath.append( "Textures/Splash" );
- tpath.concat( num_str );
- tpath.concat( ".rgb" );
+ if (splash_texture == NULL || !strcmp(splash_texture, "")) {
+ // load in the texture data
+ int num = (int)(sg_random() * 5.0 + 1.0);
+ char num_str[5];
+ snprintf(num_str, 4, "%d", num);
+
+ tpath.append( "Textures/Splash" );
+ tpath.concat( num_str );
+ tpath.concat( ".rgb" );
+ } else
+ tpath.append( splash_texture );
splash.read_rgb_texture(tpath.c_str());
if (!splash.usable())
glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
glEnd();
- glutSwapBuffers();
-
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);