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https://github.com/ScrelliCopter/Lesson10-SDL3.git
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16
Lesson10.cpp
16
Lesson10.cpp
@@ -111,8 +111,10 @@ void SetupWorld()
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bool FlipSurface(SDL_Surface *surface)
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bool FlipSurface(SDL_Surface *surface)
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{
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{
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if (!surface) return false;
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if (!surface || SDL_LockSurface(surface) < 0)
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if (SDL_LockSurface(surface) < 0) return false;
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{
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return false;
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}
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const int pitch = surface->pitch;
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const int pitch = surface->pitch;
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const int numrows = surface->h;
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const int numrows = surface->h;
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@@ -210,7 +212,7 @@ GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize Th
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glLoadIdentity(); // Reset The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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}
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int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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int InitGL() // All Setup For OpenGL Goes Here
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{
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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{
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{
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@@ -231,7 +233,7 @@ int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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return 1; // Initialization Went OK
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return 1; // Initialization Went OK
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}
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}
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int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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int DrawGLScene() // Here's Where We Do All The Drawing
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{
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glLoadIdentity(); // Reset The View
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@@ -244,8 +246,8 @@ int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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int numtriangles;
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int numtriangles;
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glRotatef(lookupdown,1.0f,0,0);
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glRotatef(lookupdown, 1.0f, 0.0f, 0.0f);
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glRotatef(sceneroty,0,1.0f,0);
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glRotatef(sceneroty, 0.0f, 1.0f, 0.0f);
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glTranslatef(xtrans, ytrans, ztrans);
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glTranslatef(xtrans, ytrans, ztrans);
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glBindTexture(GL_TEXTURE_2D, texture[filter]);
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glBindTexture(GL_TEXTURE_2D, texture[filter]);
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@@ -282,7 +284,7 @@ int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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return 1; // Everything Went OK
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return 1; // Everything Went OK
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}
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}
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GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
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GLvoid KillGLWindow() // Properly Kill The Window
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{
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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{
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