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-rw-r--r--tests/cubegeom.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/tests/cubegeom.c b/tests/cubegeom.c
index 1fb5eeef..529e1355 100644
--- a/tests/cubegeom.c
+++ b/tests/cubegeom.c
@@ -87,15 +87,15 @@ int main(int argc, char *argv[])
glLoadIdentity();
// original: glFrustum(-0.6435469817188064, 0.6435469817188064 ,-0.48266022190470925, 0.48266022190470925 ,0.5400000214576721, 2048);
glFrustum(-0.6435469817188064, 0.1435469817188064 ,-0.48266022190470925, 0.88266022190470925 ,0.5400000214576721, 2048);
+ //GLfloat pm[] = { 1.372136116027832, 0, 0, 0, 0, 0.7910231351852417, 0, 0, -0.6352481842041016, 0.29297152161598206, -1.0005275011062622, -1, 0, 0, -1.080284833908081, 0 };
+ //glLoadMatrixf(pm);
+
glMatrixMode(GL_MODELVIEW);
GLfloat matrixData[] = { -1, 0, 0, 0,
0, 0,-1, 0,
0, 1, 0, 0,
0, 0, 0, 1 };
glLoadMatrixf(matrixData);
- glRotated(0, 0, 1, 0);
- glRotated(0,-1, 0, 0);
- glRotated(0, 0, 0,-1);
//glTranslated(-512,-512,-527); // XXX this should be uncommented, but if it is then nothing is shown
glEnable(GL_CULL_FACE);
@@ -186,7 +186,7 @@ int main(int argc, char *argv[])
// sauer vertex data is apparently 0-12: V3F, 12: N1B, 16-24: T2F, 24-28: T2S, 28-32: C4B
glVertexPointer(3, GL_FLOAT, 32, (void*)0); // all these apply to the ARRAY_BUFFER that is bound
glTexCoordPointer(2, GL_FLOAT, 32, (void*)16);
- glClientActiveTexture(GL_TEXTURE1);
+ glClientActiveTexture(GL_TEXTURE1); // XXX seems to be ignored in native build
glTexCoordPointer(2, GL_SHORT, 32, (void*)24);
glClientActiveTexture(GL_TEXTURE0); // likely not needed, it is a cleanup
glNormalPointer(GL_BYTE, 32, (void*)12);
@@ -204,8 +204,8 @@ int main(int argc, char *argv[])
"void main(void)\n"
"{\n"
" gl_Position = ftransform();\n"
- " gl_TexCoord[0].xy = gl_MultiTexCoord0.xy/100 + texgenscroll.xy;\n" // added /100 here
- " gl_TexCoord[1].xy = gl_MultiTexCoord1.xy/100 * 3.051851e-05;\n"
+ " gl_TexCoord[0].xy = gl_MultiTexCoord0.xy/100.0 + texgenscroll.xy;\n" // added /100 here
+ " gl_TexCoord[1].xy = gl_MultiTexCoord1.xy/100.0 * 3.051851e-05;\n"
"}\n";
const char *fragmentShader = "uniform vec4 colorparams;\n"
"uniform sampler2D diffusemap, lightmap;\n"