_ra2d_debug = false;
}
-void RenderArea2D::draw() {
-#if 0
- glDisable(GL_TEXTURE_2D);
- /*
- glColor3f(1, 1, 0);
+void RenderArea2D::draw(osg::State& state) {
- float x1 = _posx;
- float x2 = _posx + _sizex;
- float y1 = _posy;
- float y2 = _posy + _sizey;
+ static osg::ref_ptr<osg::StateSet> renderArea2DStateSet;
+ if(!renderArea2DStateSet.valid()) {
+ renderArea2DStateSet = new osg::StateSet;
+ renderArea2DStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
+ renderArea2DStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ }
+
+ state.pushStateSet(renderArea2DStateSet.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ // DCL - the 2 lines below are copied verbatim from the hotspot drawing code.
+ // I am not sure if they are needed here or not.
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_COLOR_MATERIAL);
- glBegin(GL_LINE_LOOP);
- glVertex2f(x1, y1);
- glVertex2f(x1, y2);
- glVertex2f(x2, y2);
- glVertex2f(x2, y1);
- glEnd();
- */
+ // FIXME - disabling all clip planes causes bleed-through through the splash screen.
+ glDisable(GL_CLIP_PLANE0);
+ glDisable(GL_CLIP_PLANE1);
+ glDisable(GL_CLIP_PLANE2);
+ glDisable(GL_CLIP_PLANE3);
+
oldDrawBackground();
for(unsigned int i = 0; i < drawing_list.size(); ++i) {
}
}
- glEnable(GL_TEXTURE_2D);
-#endif
+ glPopAttrib();
+
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
}
// 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
}