#include <GL/gl.h>
-Graphics *gr;
float z_order = 1.0;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glViewport(0, 0, gr->getWidth(), gr->getHeight());
+ glViewport(0, 0, this->g->getWidth(), this->g->getHeight());
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- glOrtho(0.0, (GLdouble)gr->getWidth(), (GLdouble)gr->getHeight(), 0.0, 0.0, -2.0);
-// gluOrtho2D(0.0, (GLdouble)gr->getWidth(), (GLdouble)gr->getHeight(), 0.0);
+ glOrtho(0.0, (GLdouble)this->g->getWidth(), (GLdouble)this->g->getHeight(), 0.0, 0.0, -2.0);
+// gluOrtho2D(0.0, (GLdouble)this->g->getWidth(), (GLdouble)this->g->getHeight(), 0.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
tileHeight=th;
glAlphaFunc(GL_NOTEQUAL, 0);
- glEnable(GL_ALPHA_TEST);
- tex = new Texture(filename, key, g);
+ glEnable(GL_ALPHA_TEST);
+ tex = new Texture(filename, key, g);
texW = tex->getWidth();
texH = tex->getHeight();
void Sprite::blit(int x, int y, float scalex, float scaley, int dx, int dy, colour col)
{
- z_order-=0.000001;
+ z_order-=0.0001;
glEnter2DMode();
// glColor4ub((colour & 0x00FF0000) >> 16, (colour & 0x0000FF00) >> 8,
// (colour & 0x000000FF), (colour & 0xFF000000) >> 24);