aqui van unos shots
lo estoy haciendo para un juego q estoy haciendo(mas lineas de codigo aun NOOO xD), usando ODE
suerte
lo estoy haciendo para un juego q estoy haciendo(mas lineas de codigo aun NOOO xD), usando ODE
suerte
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textures/base_trim/pewter_shiney
{
{
map textures/effects/tinfx.tga
tcGen environment
rgbGen identity
}
{
map textures/base_trim/pewter_shiney.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
rgbGen identity
}
}
typedef void (*GL_MultiTexCoord2fARB)(unsigned int,float,float);
typedef void (*GL_ActiveTextureARB)(unsigned int);
GL_MultiTexCoord2fARB glMultiTexCoord2fARB;
GL_ActiveTextureARB glActiveTextureARB;
int main(int argc,char *argv[])
{
GLuint texture[2];
SDL_Surface *screen;
SDL_Init(SDL_INIT_VIDEO);
screen=SDL_SetVideoMode(640,480,0,SDL_SWSURFACE|SDL_OPENGL);
glActiveTextureARB=(GL_ActiveTextureARB)SDL_GL_GetProcAddress("glActiveTextureARB");
glMultiTexCoord2fARB=(GL_MultiTexCoord2fARB)SDL_GL_GetProcAddress("glMultiTexCoord2fARB");
glEnable( GL_TEXTURE_2D );
glShadeModel( GL_SMOOTH );
glClearColor( 0.0f, 0.0f, 0.0f, 0.5f );
glClearDepth( 1.0f );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
glViewport( 0, 0, ( GLsizei )640, ( GLsizei )480 );
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
gluPerspective( 45.0f, 640/480, 0.1f, 100.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );
GenTexture("00.jpg",&texture[0]);
GenTexture("01.jpg",&texture[1]);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity( );
glTranslatef( 0.0f, 0.0f, -5.0f );
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D,texture[0]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D,texture[1]);
glBegin(GL_QUADS);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
SDL_GL_SwapBuffers( );
SDL_Delay(5000);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glLoadIdentity( );
glTranslatef( 0.0f, 0.0f, -5.0f );
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D,texture[0]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D,texture[1]);
glBegin(GL_QUADS);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1.0f, 0.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1.0f, 0.0f);
glVertex3f( 1.0f, -1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,0.0f, 1.0f);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,0.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glEnd();
SDL_GL_SwapBuffers( );
SDL_Delay(5000);
}