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Subset terrain
This commit is contained in:
parent
12acb24b60
commit
2b3cd85107
1 changed files with 139 additions and 28 deletions
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@ -51,7 +51,7 @@ static GLfloat terraincolor[256 * 256][3];
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static int win = 0;
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static int fog = 1;
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static int fog = 0;
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static int bfcull = 1;
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static int usetex = 1;
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static int poutline = 0;
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@ -105,6 +105,21 @@ calcposobs(void)
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obs[1] = 0.0;
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}
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static void
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perspective(GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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GLdouble xmin, xmax, ymin, ymax;
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ymax = zNear * tan(fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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/* don't call glFrustum() because of error semantics (covglu) */
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glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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static void
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reshape(int width, int height)
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{
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@ -113,7 +128,7 @@ reshape(int width, int height)
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glViewport(0, 0, (GLint) width, (GLint) height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(50.0, ((GLfloat) width / (GLfloat) height),
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perspective(50.0, ((GLfloat) width / (GLfloat) height),
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lenghtXmnt * stepYmnt * 0.01, lenghtXmnt * stepYmnt * 0.7);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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@ -209,13 +224,25 @@ printstring(void *font, char *string)
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glutBitmapCharacter(font, string[i]);
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}
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static void _subset_Rectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 )
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{
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glBegin( GL_QUADS );
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glVertex2f( x1, y1 );
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glVertex2f( x2, y1 );
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glVertex2f( x2, y2 );
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glVertex2f( x1, y2 );
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glEnd();
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}
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static void
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printhelp(void)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(0.0, 0.0, 0.0, 0.5);
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glRecti(40, 40, 600, 440);
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_subset_Rectf(40, 40, 600, 440);
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glDisable(GL_BLEND);
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glColor3f(1.0, 0.0, 0.0);
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@ -351,6 +378,87 @@ dojoy(void)
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#endif
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}
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static void
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lookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
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GLfloat centerx, GLfloat centery, GLfloat centerz,
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GLfloat upx, GLfloat upy, GLfloat upz)
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{
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GLfloat m[16];
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GLfloat x[3], y[3], z[3];
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GLfloat mag;
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/* Make rotation matrix */
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/* Z vector */
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z[0] = eyex - centerx;
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z[1] = eyey - centery;
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z[2] = eyez - centerz;
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mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
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if (mag) { /* mpichler, 19950515 */
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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/* Y vector */
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y[0] = upx;
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y[1] = upy;
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y[2] = upz;
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/* X vector = Y cross Z */
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x[0] = y[1] * z[2] - y[2] * z[1];
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x[1] = -y[0] * z[2] + y[2] * z[0];
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x[2] = y[0] * z[1] - y[1] * z[0];
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/* Recompute Y = Z cross X */
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y[0] = z[1] * x[2] - z[2] * x[1];
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y[1] = -z[0] * x[2] + z[2] * x[0];
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y[2] = z[0] * x[1] - z[1] * x[0];
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/* mpichler, 19950515 */
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/* cross product gives area of parallelogram, which is < 1.0 for
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* non-perpendicular unit-length vectors; so normalize x, y here
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*/
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mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col*4+row]
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M(0, 0) = x[0];
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M(0, 1) = x[1];
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M(0, 2) = x[2];
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M(0, 3) = 0.0;
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M(1, 0) = y[0];
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M(1, 1) = y[1];
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M(1, 2) = y[2];
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M(1, 3) = 0.0;
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M(2, 0) = z[0];
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M(2, 1) = z[1];
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M(2, 2) = z[2];
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M(2, 3) = 0.0;
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M(3, 0) = 0.0;
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M(3, 1) = 0.0;
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M(3, 2) = 0.0;
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M(3, 3) = 1.0;
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#undef M
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glMultMatrixf(m);
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/* Translate Eye to Origin */
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glTranslatef(-eyex, -eyey, -eyez);
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}
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static void
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drawscene(void)
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{
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@ -359,24 +467,24 @@ drawscene(void)
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dojoy();
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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/* glEnable(GL_DEPTH_TEST); */
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if (usetex)
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glEnable(GL_TEXTURE_2D);
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else
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glDisable(GL_TEXTURE_2D);
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if (fog)
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glEnable(GL_FOG);
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else
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glDisable(GL_FOG);
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/* if (fog) */
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/* glEnable(GL_FOG); */
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/* else */
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/* glDisable(GL_FOG); */
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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calcposobs();
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gluLookAt(obs[0], obs[1], obs[2],
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lookAt(obs[0], obs[1], obs[2],
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obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
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0.0, 1.0, 0.0);
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@ -384,8 +492,8 @@ drawscene(void)
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glPopMatrix();
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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/* glDisable(GL_DEPTH_TEST); */
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/* glDisable(GL_FOG); */
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glShadeModel(GL_FLAT);
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glMatrixMode(GL_PROJECTION);
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@ -549,7 +657,7 @@ calccolor(GLfloat height, GLfloat c[3])
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static void
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loadpic(void)
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{
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GLubyte bufferter[256 * 256], terrainpic[256 * 256];
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GLubyte bufferter[256 * 256], terrainpic[256 * 256][4];
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FILE *FilePic;
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int i, tmp;
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GLenum gluerr;
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@ -565,25 +673,28 @@ loadpic(void)
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terrain[i] = (bufferter[i] * (heightMnt / 255.0f));
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calccolor((GLfloat) bufferter[i], terraincolor[i]);
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tmp = (((int) bufferter[i]) + 96);
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terrainpic[i] = (tmp > 255) ? 255 : tmp;
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terrainpic[i][0] = (tmp > 255) ? 255 : tmp;
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terrainpic[i][1] = (tmp > 255) ? 255 : tmp;
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terrainpic[i][2] = (tmp > 255) ? 255 : tmp;
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terrainpic[i][0] = 255;
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, 1, 256, 256, GL_LUMINANCE,
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if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, 256, 256, GL_RGBA,
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GL_UNSIGNED_BYTE,
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(GLvoid *) (&terrainpic[0])))) {
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(GLvoid *) (&terrainpic[0][0])))) {
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fprintf(stderr, "GLULib%s\n", (char *) gluErrorString(gluerr));
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exit(-1);
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}
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_TEXTURE_2D);
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}
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@ -593,21 +704,21 @@ init(void)
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float fogcolor[4] = { 0.6, 0.7, 0.7, 1.0 };
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glClearColor(fogcolor[0], fogcolor[1], fogcolor[2], fogcolor[3]);
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glClearDepth(1.0);
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glDepthFunc(GL_LEQUAL);
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/* glClearDepth(1.0); */
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/* glDepthFunc(GL_LEQUAL); */
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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/* glEnable(GL_DEPTH_TEST); */
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glEnable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_FOG);
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glFogi(GL_FOG_MODE, GL_EXP2);
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glFogfv(GL_FOG_COLOR, fogcolor);
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glFogf(GL_FOG_DENSITY, 0.0007);
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/* glEnable(GL_FOG); */
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/* glFogi(GL_FOG_MODE, GL_EXP2); */
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/* glFogfv(GL_FOG_COLOR, fogcolor); */
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/* glFogf(GL_FOG_DENSITY, 0.0007); */
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#ifdef FX
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glHint(GL_FOG_HINT, GL_NICEST);
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/* glHint(GL_FOG_HINT, GL_NICEST); */
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#endif
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reshape(scrwidth, scrheight);
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