GamePlayer: now uses new Image API calls too, so it compiles.

This commit is contained in:
Ton Roosendaal 2006-12-20 19:29:37 +00:00
parent b95d5bbf44
commit 496410a255
2 changed files with 21 additions and 24 deletions

@ -100,7 +100,7 @@ static int smaller_pow2(int num) {
static void my_make_repbind(Image *ima)
{
if(ima==0 || ima->ibuf==0) return;
if(ima==0 || ima->ibufs.first==0) return;
if(ima->repbind) {
glDeleteTextures(ima->totbind, (GLuint*)ima->repbind);
@ -221,23 +221,20 @@ int set_tpage(MTFace *tface)
return 0;
}
ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
if(ibuf==0) {
ima->ok= 0;
if(ima->ibuf==0) {
load_image(ima, IB_rect, "", 0);
if(ima->ibuf==0) {
ima->ok= 0;
fCurtile= tface->tile;
fCurpage= 0;
fCurmode= tilemode;
fCurTileXRep = tileXRep;
fCurTileYRep = tileYRep;
glDisable(GL_TEXTURE_2D);
return 0;
}
fCurtile= tface->tile;
fCurpage= 0;
fCurmode= tilemode;
fCurTileXRep = tileXRep;
fCurTileYRep = tileYRep;
glDisable(GL_TEXTURE_2D);
return 0;
}
if(ima->tpageflag & IMA_TWINANIM) fCurtile= ima->lastframe;
@ -255,8 +252,8 @@ int set_tpage(MTFace *tface)
if(*bind==0) {
fTexWindx= ima->ibuf->x/ima->xrep;
fTexWindy= ima->ibuf->y/ima->yrep;
fTexWindx= ibuf->x/ima->xrep;
fTexWindy= ibuf->y/ima->yrep;
if(fCurtile>=ima->xrep*ima->yrep) fCurtile= ima->xrep*ima->yrep-1;
@ -269,16 +266,16 @@ int set_tpage(MTFace *tface)
tpx= fTexWindx;
tpy= fTexWindy;
rect= ima->ibuf->rect + fTexWinsy*ima->ibuf->x + fTexWinsx;
rect= ibuf->rect + fTexWinsy*ibuf->x + fTexWinsx;
}
}
else {
bind= &ima->bindcode;
if(*bind==0) {
tpx= ima->ibuf->x;
tpy= ima->ibuf->y;
rect= ima->ibuf->rect;
tpx= ibuf->x;
tpy= ibuf->y;
rect= ibuf->rect;
}
}
@ -299,7 +296,7 @@ int set_tpage(MTFace *tface)
tilerect= (unsigned int*)MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
for (y=0; y<recth; y++) {
unsigned int *rectrow= &rect[y*ima->ibuf->x];
unsigned int *rectrow= &rect[y*ibuf->x];
unsigned int *tilerectrow= &tilerect[y*rectw];
memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));

@ -312,7 +312,7 @@ void GPC_RenderTools::BL_RenderText(
// space starts at offset 1
// character = character - ' ' + 1;
matrixGlyph(ima->ibuf, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, &centery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
glBegin(GL_POLYGON);
// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );