This was SVN commit r3527.
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@ -8,8 +8,6 @@
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#include "precompiled.h"
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#include "ParticleEngine.h"
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#include "ogl.h"
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#include "Renderer.h"
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CParticleEngine *CParticleEngine::m_pInstance = 0;
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CParticleEngine::CParticleEngine(void)
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@ -20,9 +18,6 @@ CParticleEngine::CParticleEngine(void)
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CParticleEngine::~CParticleEngine(void)
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{
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//// Release all resources.
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//for(int i = 0; i < MAX_TEXTURES; i++)
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// glDeleteTextures(1, &idTexture[i]);
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}
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void CParticleEngine::cleanup()
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@ -68,16 +63,16 @@ void CParticleEngine::DeleteInstance()
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bool CParticleEngine::initParticleSystem()
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{
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// Texture Loading
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CTexture pTex;
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pTex.SetName("art/textures/particles/sprite.tga");
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// Needs error checking and testing.
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idTexture[DEFAULTTEXT] = ogl_tex_load("art/textures/particles/sprite.tga");
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idTexture[DEFAULTTEXT] = ogl_tex_bind(idTexture[DEFAULTTEXT], 0);
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u32 flags = 0;
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if(!(g_Renderer.LoadTexture(&pTex, flags)))
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return false;
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/*CTexture *pTex;
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pTex->
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CRenderer::LoadTexture(*/
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g_Renderer.SetTexture(0, &pTex);
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idTexture[DEFAULTTEXT] = pTex;
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glBindTexture(GL_TEXTURE_2D, idTexture[DEFAULTTEXT]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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@ -93,9 +88,7 @@ bool CParticleEngine::initParticleSystem()
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bool CParticleEngine::addEmitter(CEmitter *emitter, int type, int ID)
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{
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// without array you could do:
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//emitter->texture = type + idTextureBase;
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emitter->setTexture(idTexture[type]);
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emitter->setTexture(&idTexture[type]);
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if(m_pHead == NULL)
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{
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tEmitterNode *temp = new tEmitterNode;
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@ -239,7 +232,7 @@ void CParticleEngine::destroyAllEmitters(bool fade)
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void CParticleEngine::EnterParticleContext(void)
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{
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//glEnable(GL_DEPTH_TEST); // Enable depth testing for hidden surface removal.
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//glDepthMask(false);
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glDepthMask(false);
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//glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D); // Enable texture mapping.
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glPushMatrix();
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@ -249,7 +242,7 @@ void CParticleEngine::EnterParticleContext(void)
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void CParticleEngine::LeaveParticleContext(void)
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{
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//glDisable(GL_DEPTH_TEST);
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//glDepthMask(true);
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glDepthMask(true);
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//glEnable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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glPopMatrix();
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