Added support for one texture mode (perwedge)

Changed texturemapid array into a safer vector
This commit is contained in:
Paolo Cignoni 2005-12-02 00:03:22 +00:00
parent d010453f42
commit 8ae47cd7c7
1 changed files with 13 additions and 5 deletions

View File

@ -24,6 +24,9 @@
History History
$Log: not supported by cvs2svn $ $Log: not supported by cvs2svn $
Revision 1.13 2005/11/24 08:06:50 cignoni
Added bound checking in texture access
Revision 1.12 2005/11/22 23:57:28 cignoni Revision 1.12 2005/11/22 23:57:28 cignoni
Added a missing colormaterial for flatwire. Added a missing colormaterial for flatwire.
@ -163,10 +166,9 @@ class GlTrimesh : public GLW
FACE_POINTER_CONTAINER face_pointers; FACE_POINTER_CONTAINER face_pointers;
unsigned int TextureMapID[128]; std::vector<unsigned int> TMId;
unsigned int & TMId(int i){assert(i<128 && i >=0); return TextureMapID[i];}
unsigned int b[3]; unsigned int b[3];
int h; // the current hints int h; // the current hints
// The parameters of hints // The parameters of hints
int HNParami[8]; int HNParami[8];
@ -364,6 +366,12 @@ void DrawFill()
//short curtexname=-1; //short curtexname=-1;
if(cm == CMPerMesh) glColor(m->C()); if(cm == CMPerMesh) glColor(m->C());
//
if(tm == TMPerWedge) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,TMId[0]);
}
if(h&HNUseVArray) if(h&HNUseVArray)
{ {
@ -571,14 +579,14 @@ void DrawRadar()
void DrawTexture_NPV_TPW2() void DrawTexture_NPV_TPW2()
{ {
unsigned int texname=(*(m->face.begin())).WT(0).n(0); unsigned int texname=(*(m->face.begin())).WT(0).n(0);
glBindTexture(GL_TEXTURE_2D,TMId(texname)); glBindTexture(GL_TEXTURE_2D,TMId[texname]);
typename MESH_TYPE::FaceIterator fi; typename MESH_TYPE::FaceIterator fi;
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
for(fi=m->face.begin();fi!=m->face.end();++fi)if(!(*fi).IsD()){ for(fi=m->face.begin();fi!=m->face.end();++fi)if(!(*fi).IsD()){
if(texname!=(*fi).WT(0).n(0)) { if(texname!=(*fi).WT(0).n(0)) {
texname=(*fi).WT(0).n(0); texname=(*fi).WT(0).n(0);
glEnd(); glEnd();
glBindTexture(GL_TEXTURE_2D,TMId(texname)); glBindTexture(GL_TEXTURE_2D,TMId[texname]);
glBegin(GL_TRIANGLES); glBegin(GL_TRIANGLES);
} }
glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(0).t(0)); glMultiTexCoordARB(GL_TEXTURE0_ARB, (*fi).WT(0).t(0));