#endif
#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <GL/gl.h>
#include <string.h>
SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
#ifdef GL_VERSION_1_1
- xglGenTextures(1, &splash_texid);
- xglBindTexture(GL_TEXTURE_2D, splash_texid);
+ glGenTextures(1, &splash_texid);
+ glBindTexture(GL_TEXTURE_2D, splash_texid);
#elif GL_EXT_texture_object
- xglGenTexturesEXT(1, &splash_texid);
- xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
+ glGenTexturesEXT(1, &splash_texid);
+ glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
#else
# error port me
#endif
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// load in the texture data
int num = (int)(sg_random() * 4.0 + 1.0);
}
}
- xglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) );
}
ymax = ymin + ysize;
// first clear the screen;
- xglClearColor(0.0, 0.0, 0.0, 1.0);
- xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+ glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
// now draw the logo
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
gluOrtho2D(0, fgGetInt("/sim/startup/xsize"),
0, fgGetInt("/sim/startup/ysize"));
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
- xglDisable(GL_DEPTH_TEST);
- xglDisable(GL_LIGHTING);
- xglEnable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, splash_texid);
+ glBindTexture(GL_TEXTURE_2D, splash_texid);
#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
+ glBindTextureEXT(GL_TEXTURE_2D, splash_texid);
#else
# error port me
#endif
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- xglBegin(GL_POLYGON);
- xglTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
- xglTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
- xglTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
- xglTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
- xglEnd();
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
+ glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
+ glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
+ glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
+ glEnd();
- xglutSwapBuffers();
+ glutSwapBuffers();
- xglEnable(GL_DEPTH_TEST);
- xglEnable(GL_LIGHTING);
- xglDisable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
- xglMatrixMode(GL_PROJECTION);
- xglPopMatrix();
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
}