// set the texture parameters for this texture
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
- xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR );
+ // xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
+ // GL_NEAREST_MIPMAP_NEAREST );
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
/* GL_LINEAR */
/* GL_NEAREST_MIPMAP_LINEAR */
// $Log$
+// Revision 1.13 1998/08/24 20:11:39 curt
+// Tweaks ...
+//
// Revision 1.12 1998/08/12 21:41:27 curt
// Need to negate the test for textures so that textures aren't loaded when
// they are disabled rather than visa versa ... :-)
// check to see if intersection point is in the bounding
// cube of the face
+#ifdef XTRA_DEBUG_STUFF
xmin = fg_min3 (p1[0], p2[0], p3[0]);
xmax = fg_max3 (p1[0], p2[0], p3[0]);
ymin = fg_min3 (p1[1], p2[1], p3[1]);
ymax = fg_max3 (p1[1], p2[1], p3[1]);
zmin = fg_min3 (p1[2], p2[2], p3[2]);
zmax = fg_max3 (p1[2], p2[2], p3[2]);
- // printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
- // xmin, ymin, zmin, xmax, ymax, zmax);
+ printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
+ xmin, ymin, zmin, xmax, ymax, zmax);
+#endif
// punt if outside bouding cube
if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
continue;
// $Log$
-// Revision 1.8 1998/08/22 14:49:58 curt
+// Revision 1.9 1998/08/24 20:11:39 curt
+// Tweaks ...
+//
+// Revision 1.8 1998/08/22 14:49:58 curt
// Attempting to iron out seg faults and crashes.
// Did some shuffling to fix a initialization order problem between view
// position, scenery elevation.
xglPopMatrix();
+ v->tris_rendered = total_faces;
+
fgPrintf( FG_TERRAIN, FG_DEBUG, "Rendered %d polygons this frame.\n",
total_faces);
}
// $Log$
-// Revision 1.30 1998/08/22 14:49:59 curt
+// Revision 1.31 1998/08/24 20:11:40 curt
+// Tweaks ...
+//
+// Revision 1.30 1998/08/22 14:49:59 curt
// Attempting to iron out seg faults and crashes.
// Did some shuffling to fix a initialization order problem between view
// position, scenery elevation.