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//Copyright (C) 1997-2001 ZSNES Team ( zsknight@zsnes.com / _demo_@zsnes.com )
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//
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//This program is free software; you can redistribute it and/or
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//modify it under the terms of the GNU General Public License
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//as published by the Free Software Foundation; either
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//version 2 of the License, or (at your option) any later
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//version.
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//
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//This program is distributed in the hope that it will be useful,
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//but WITHOUT ANY WARRANTY; without even the implied warranty of
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//MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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//GNU General Public License for more details.
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//
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//You should have received a copy of the GNU General Public License
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//along with this program; if not, write to the Free Software
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//Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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#include <GL/gl.h>
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// Some code taken from DGen source
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// GL Textures
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static GLuint texture[2];
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// Video Buffers (one for each texture 256x256 and 64x256 = 320x256)
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static unsigned char oglbuffer1[256][256][4];
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static unsigned char oglbuffer2[256][64][4];
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static void maketex(int num, int size)
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{
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glGenTextures(num,&texture[num-1]);
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glBindTexture(GL_TEXTURE_2D,texture[num-1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,size,256,0,GL_RGBA, GL_UNSIGNED_BYTE, oglbuffer);
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}
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void list()
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{
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int i;
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dlist=glGenLists(1);
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glNewList(dlist,GL_COMPILE);
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_REPLACE);
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// 256x256
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0); // upper left
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glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left
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glTexCoord2f(1.0,0.0); glVertex2f(tex_end,1.0); // lower right
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glTexCoord2f(1.0,1.0); glVertex2f(tex_end,-1.0); // upper right
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glEnd();
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// 64x256
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex2f(tex_end, -1.0); // upper left
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glTexCoord2f(0.0, 0.0); glVertex2f(tex_end, 1.0); // lower left
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glTexCoord2f(1.0, 0.0); glVertex2f(1.0, 1.0); // lower right
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glTexCoord2f(1.0, 1.0); glVertex2f(1.0, -1.0); // upper right
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glEndList();
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}
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void update() {
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int i,x,y;
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int c,x2;
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 15, 256, 224, GL_RGBA, GL_UNSIGNED_BYTE, oglbuffer1);
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 15, 64, 224, GL_RGBA, GL_UNSIGNED_BYTE, oglbuffer2);
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display();
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}
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