/** * @brief */ void GL_SetDefaultState (void) { qglCullFace(GL_FRONT); qglEnable(GL_TEXTURE_2D); qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0.1f); gl_state.alpha_test = qtrue; qglDisable(GL_DEPTH_TEST); qglDisable(GL_CULL_FACE); qglDisable(GL_BLEND); gl_state.blend = qfalse; qglColor4f(1.0f, 1.0f, 1.0f, 1.0f); qglClearColor(0, 0, 0, 0); qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GL_TextureMode(gl_texturemode->string); GL_TextureAlphaMode(gl_texturealphamode->string); GL_TextureSolidMode(gl_texturesolidmode->string); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv(GL_REPLACE); if (qglPointParameterfEXT) { float attenuations[3]; attenuations[0] = gl_particle_att_a->value; attenuations[1] = gl_particle_att_b->value; attenuations[2] = gl_particle_att_c->value; qglEnable(GL_POINT_SMOOTH); qglPointParameterfEXT(GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value); qglPointParameterfEXT(GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value); qglPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, attenuations); } GL_UpdateSwapInterval(); /* doesn't really belong here... but works fine */ vid.rx = (float) vid.width / VID_NORM_WIDTH; vid.ry = (float) vid.height / VID_NORM_HEIGHT; }