/** * $Id$ * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #include "KX_BlenderGL.h" #ifdef HAVE_CONFIG_H #include #endif /* * This little block needed for linking to Blender... */ #ifdef WIN32 #include "BLI_winstuff.h" #endif #include #include #include "BMF_Api.h" #include "BIF_gl.h" #include "BL_Material.h" // MAXTEX /* Data types encoding the game world: */ #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_camera_types.h" #include "DNA_world_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_image_types.h" #include "DNA_view3d_types.h" #include "DNA_material_types.h" #include "BKE_global.h" #include "BKE_bmfont.h" #include "BKE_image.h" extern "C" { #include "BDR_drawmesh.h" #include "BIF_mywindow.h" #include "BIF_toolbox.h" #include "BIF_graphics.h" /* For CURSOR_NONE CURSOR_WAIT CURSOR_STD */ } /* end of blender block */ /* was in drawmesh.c */ void spack(unsigned int ucol) { char *cp= (char *)&ucol; glColor3ub(cp[3], cp[2], cp[1]); } void BL_warp_pointer(int x,int y) { warp_pointer(x,y); } void BL_SwapBuffers() { myswapbuffers(); } void DisableForText() { if(glIsEnabled(GL_BLEND)) glDisable(GL_BLEND); if(glIsEnabled(GL_ALPHA_TEST)) glDisable(GL_ALPHA_TEST); if(glIsEnabled(GL_LIGHTING)) { glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); } if(GLEW_ARB_multitexture) for(int i=0; i