Re: [Warzone-dev] revision 824 Patch for screen.c?

2007-03-03 Thread Dennis Schridde
Am Freitag, 2. März 2007 schrieb Per Inge Mathisen:
 On 3/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  Before the hardcode of 512, it was change to BACKDROP_HACK_WIDTH,
  and BACKDROP_HACK_HEIGHT (which still is 512).
 
  In code below this with
  glBegin(GL_TRIANGLE_STRIP);
  glTexCoord2f(0, 0);
  glVertex2f(0, 0);
  glTexCoord2f(255, 0);
  glVertex2f(screenWidth, 0);
  glTexCoord2f(0, 255);
  glVertex2f(0, screenHeight);
  glTexCoord2f(255, 255);
  glVertex2f(screenWidth, screenHeight);
  glEnd();
 
  should not the 255 be also changed?  Why is it 255 in first place?
  if BACKDROP_HACK_HEIGHT = 1024, then it no look right ?
 
  Anybody explain why this value used?  I think it is mistake?

 I believe those are texture coordinates that get translated into 0.0f
 - 1.0f. Although I must admit I am a bit mystified about how exactly
 this works.
I have no idea, either.
I tried to change it to 0.0f/1.0f a while ago, but it didn't look too nice. 
(Stretched much too much.)

--Dennis


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Re: [Warzone-dev] revision 824 Patch for screen.c?

2007-03-02 Thread Per Inge Mathisen

On 3/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:

Before the hardcode of 512, it was change to BACKDROP_HACK_WIDTH,
and BACKDROP_HACK_HEIGHT (which still is 512).

In code below this with
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(255, 0);
glVertex2f(screenWidth, 0);
glTexCoord2f(0, 255);
glVertex2f(0, screenHeight);
glTexCoord2f(255, 255);
glVertex2f(screenWidth, screenHeight);
glEnd();

should not the 255 be also changed?  Why is it 255 in first place?
if BACKDROP_HACK_HEIGHT = 1024, then it no look right ?

Anybody explain why this value used?  I think it is mistake?


I believe those are texture coordinates that get translated into 0.0f
- 1.0f. Although I must admit I am a bit mystified about how exactly
this works.

 - Per

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Re: [Warzone-dev] revision 824 Patch for screen.c?

2007-03-02 Thread vs2k5
On Fri, 02 Mar 2007 03:26:59 -0500 Per Inge Mathisen 
[EMAIL PROTECTED] wrote:
On 3/2/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 Before the hardcode of 512, it was change to 
BACKDROP_HACK_WIDTH,
 and BACKDROP_HACK_HEIGHT (which still is 512).

 In code below this with
 glBegin(GL_TRIANGLE_STRIP);
 glTexCoord2f(0, 0);
 glVertex2f(0, 0);
 glTexCoord2f(255, 0);
 glVertex2f(screenWidth, 0);
 glTexCoord2f(0, 255);
 glVertex2f(0, screenHeight);
 glTexCoord2f(255, 255);
 glVertex2f(screenWidth, screenHeight);
 glEnd();

 should not the 255 be also changed?  Why is it 255 in first 
place?
 if BACKDROP_HACK_HEIGHT = 1024, then it no look right ?

 Anybody explain why this value used?  I think it is mistake?

I believe those are texture coordinates that get translated into 
0.0f
- 1.0f. Although I must admit I am a bit mystified about how 
exactly
this works.

  - Per
I find this,
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, height, 0, 1, -1);
glMatrixMode(GL_TEXTURE);
glScalef(1/256.0, 1/256.0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);

So we deal with glOrtho to set up coordinates.
Then  map coordinates of 0 to width and 0 to height is used yes?
Then mapping should be 0 to width = 0 to 1.0, same for height.  If 
width=1024, height=768 = 1.0,1.0 I thinks.
glTexCoord2f(255, 255) =  255/256 right because call to 
glScalef(1/256.0, 1/256.0, 1) is in the GL_TEXTURE matrix ?

Is logic right?
If yes, then why we scale Texture matrix at all?  Is it to save 
time from doing division? Why 1/256?Is because original 
textures are 256x256?










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[Warzone-dev] revision 824 Patch for screen.c?

2007-03-01 Thread vs2k5
Before the hardcode of 512, it was change to BACKDROP_HACK_WIDTH,   
and BACKDROP_HACK_HEIGHT (which still is 512).

In code below this with 
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex2f(0, 0);
glTexCoord2f(255, 0);
glVertex2f(screenWidth, 0);
glTexCoord2f(0, 255);
glVertex2f(0, screenHeight);
glTexCoord2f(255, 255);
glVertex2f(screenWidth, screenHeight);
glEnd();

should not the 255 be also changed?  Why is it 255 in first place?
if BACKDROP_HACK_HEIGHT = 1024, then it no look right ?

Anybody explain why this value used?  I think it is mistake?







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