Use GLC_TEXTURE for font rendering. Patch by Bertrand Coconnier in bug #10188.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@2646 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2007-10-27 19:20:25 +00:00
parent e808d83f0c
commit 49df8ea371
3 changed files with 11 additions and 50 deletions

View File

@ -47,17 +47,6 @@ extern unsigned int iV_GetCharWidth(uint32_t charCode);
extern unsigned int iV_GetTextHeight(const char* string);
extern void iV_SetTextColour(SWORD Index);
/** Enable or disable anti-aliasing of text
* \param enable set this to true to enable anti-aliassing of text,
* set it to false to disable it.
*/
extern void iV_SetTextAntialias(bool enable);
/** Find out if anti-aliasing of text is enabled or disabled
* \return true if anti-aliassing of text is enabled, false otherwise
*/
extern bool iV_TextAntialiased(void);
#define ASCII_SPACE (32)
#define ASCII_NEWLINE ('@')
#define ASCII_COLOURMODE ('#')

View File

@ -45,8 +45,6 @@ static GLint GLC_Context = 0;
static GLint GLC_Font_Regular = 0;
static GLint GLC_Font_Bold = 0;
static bool anti_aliasing = true;
/***************************************************************************/
/*
* Source
@ -103,7 +101,7 @@ static void iV_initializeGLC()
glcContext(GLC_Context);
glcDisable(GLC_AUTO_FONT);
glcRenderStyle(GLC_TRIANGLE);
glcRenderStyle(GLC_TEXTURE);
GLC_Font_Regular = glcGenFontID();
GLC_Font_Bold = glcGenFontID();
@ -180,16 +178,6 @@ void iV_TextShutdown()
}
}
void iV_SetTextAntialias(bool enable)
{
anti_aliasing = enable;
}
bool iV_TextAntialiased()
{
return anti_aliasing;
}
void iV_SetFont(enum iV_fonts FontID)
{
switch (FontID)
@ -612,15 +600,15 @@ UDWORD iV_DrawFormattedText(const char* String, UDWORD x, UDWORD y, UDWORD Width
void iV_DrawTextRotated(const char* string, float XPos, float YPos, float rotation)
{
GLint matrix_mode = 0;
pie_SetTexturePage(-2);
// Enable Anti Aliasing if it's enabled
if (anti_aliasing)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_POLYGON_SMOOTH);
}
glGetIntegerv(GL_MATRIX_MODE, &matrix_mode);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glMatrixMode(matrix_mode);
if (rotation != 0.f)
{
@ -638,12 +626,9 @@ void iV_DrawTextRotated(const char* string, float XPos, float YPos, float rotati
glcRenderString(string);
glFrontFace(GL_CCW);
// Turn off anti aliasing (if we enabled it above)
if (anti_aliasing)
{
glDisable(GL_BLEND);
glDisable(GL_POLYGON_SMOOTH);
}
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(matrix_mode);
// Reset the current model view matrix
glLoadIdentity();

View File

@ -33,7 +33,6 @@
#include "lib/sound/track.h" // audio
#include "lib/sound/cdaudio.h" // audio
#include "lib/ivis_common/piestate.h" // setgamma.
#include "lib/ivis_common/textdraw.h" // text-antialiassing
#include "warzoneconfig.h" // renderMode
#include "component.h"
#include "text.h"
@ -517,16 +516,6 @@ BOOL loadConfig(void)
setWarzoneKeyNumeric("radarTerrainMode", radarDrawMode);
}
if (getWarzoneKeyNumeric("text-antialiassing", &val))
{
iV_SetTextAntialias(val);
}
else
{
iV_SetTextAntialias(true);
setWarzoneKeyNumeric("text-antialiassing", true);
}
return closeWarzoneKey();
}
@ -633,8 +622,6 @@ BOOL saveConfig(void)
setWarzoneKeyString("phrase4", ingame.phrases[4]);
}
setWarzoneKeyNumeric("text-antialiassing", iV_TextAntialiased());
return closeWarzoneKey();
}