forked from bartvdbraak/blender
GamePlayer: now uses new Image API calls too, so it compiles.
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b95d5bbf44
commit
496410a255
@ -100,7 +100,7 @@ static int smaller_pow2(int num) {
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static void my_make_repbind(Image *ima)
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{
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if(ima==0 || ima->ibuf==0) return;
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if(ima==0 || ima->ibufs.first==0) return;
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if(ima->repbind) {
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glDeleteTextures(ima->totbind, (GLuint*)ima->repbind);
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@ -222,22 +222,19 @@ int set_tpage(MTFace *tface)
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return 0;
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}
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if(ima->ibuf==0) {
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load_image(ima, IB_rect, "", 0);
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ImBuf *ibuf= BKE_image_get_ibuf(ima, NULL);
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if(ima->ibuf==0) {
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ima->ok= 0;
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if(ibuf==0) {
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ima->ok= 0;
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fCurtile= tface->tile;
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fCurpage= 0;
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fCurmode= tilemode;
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fCurTileXRep = tileXRep;
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fCurTileYRep = tileYRep;
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glDisable(GL_TEXTURE_2D);
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return 0;
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}
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fCurtile= tface->tile;
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fCurpage= 0;
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fCurmode= tilemode;
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fCurTileXRep = tileXRep;
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fCurTileYRep = tileYRep;
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glDisable(GL_TEXTURE_2D);
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return 0;
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}
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if(ima->tpageflag & IMA_TWINANIM) fCurtile= ima->lastframe;
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@ -255,8 +252,8 @@ int set_tpage(MTFace *tface)
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if(*bind==0) {
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fTexWindx= ima->ibuf->x/ima->xrep;
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fTexWindy= ima->ibuf->y/ima->yrep;
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fTexWindx= ibuf->x/ima->xrep;
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fTexWindy= ibuf->y/ima->yrep;
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if(fCurtile>=ima->xrep*ima->yrep) fCurtile= ima->xrep*ima->yrep-1;
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@ -269,16 +266,16 @@ int set_tpage(MTFace *tface)
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tpx= fTexWindx;
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tpy= fTexWindy;
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rect= ima->ibuf->rect + fTexWinsy*ima->ibuf->x + fTexWinsx;
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rect= ibuf->rect + fTexWinsy*ibuf->x + fTexWinsx;
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}
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}
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else {
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bind= &ima->bindcode;
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if(*bind==0) {
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tpx= ima->ibuf->x;
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tpy= ima->ibuf->y;
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rect= ima->ibuf->rect;
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tpx= ibuf->x;
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tpy= ibuf->y;
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rect= ibuf->rect;
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}
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}
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@ -299,7 +296,7 @@ int set_tpage(MTFace *tface)
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tilerect= (unsigned int*)MEM_mallocN(rectw*recth*sizeof(*tilerect), "tilerect");
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for (y=0; y<recth; y++) {
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unsigned int *rectrow= &rect[y*ima->ibuf->x];
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unsigned int *rectrow= &rect[y*ibuf->x];
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unsigned int *tilerectrow= &tilerect[y*rectw];
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memcpy(tilerectrow, rectrow, tpx*sizeof(*rectrow));
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@ -312,7 +312,7 @@ void GPC_RenderTools::BL_RenderText(
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// space starts at offset 1
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// character = character - ' ' + 1;
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matrixGlyph(ima->ibuf, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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matrixGlyph((ImBuf *)ima->ibufs.first, character, & centerx, ¢ery, &sizex, &sizey, &transx, &transy, &movex, &movey, &advance);
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glBegin(GL_POLYGON);
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// printf(" %c %f %f %f %f\n", character, tface->uv[0][0], tface->uv[0][1], );
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