Index: render.c.old
===================================================================
--- render.c.old	(revision 887)
+++ render.c.old	(revision 888)
@@ -1,249 +0,0 @@
-/*
-    Raydium - CQFD Corp.
-    http://raydium.org/
-    Released under both BSD license and Lesser GPL library license.
-    See "license.txt" file.
-*/
-
-#ifndef DONT_INCLUDE_HEADERS
-#include "index.h"
-#else
-#include "headers/render.h"
-#endif 
-
-void raydium_callback_image(void);
-void raydium_timecall_callback(void);
-
-// EARLY devel stage !
-void raydium_rendering_prepare_texture_unit(GLenum tu,GLuint tex)
-{
-glActiveTextureARB(tu);
- if(tex)
- {
-  glEnable(GL_TEXTURE_2D);
-  glBindTexture(GL_TEXTURE_2D,tex);
-//  glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
-  glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_EXT);
-  glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2);
- } 
- else 
- {
- glDisable(GL_TEXTURE_2D);
-// glBindTexture(GL_TEXTURE_2D,0); 
- }
-
-glActiveTextureARB(GL_TEXTURE0_ARB);
-}
-
-void raydium_rendering_internal_prepare_texture_render(GLuint tex)
-{
-//#define ONE 0.8 // default (according GL specs) DIFFUSE value.
-GLfloat one[]={0.8f, 0.8f, 0.8f, 1.f};
-GLfloat zero[]={0.0,0.0,0.0,0.0};
-GLfloat *rgb;
-
-glColor4f(1.f,1.f,1.f,1.f);
-
-
-// "cache"
-if(tex==raydium_texture_internal_loaded) return;
-raydium_texture_internal_loaded=tex;
-
-  if(raydium_texture_blended[tex]==1)
-  {
-  glEnable(GL_BLEND);
-  glDepthMask(GL_FALSE);
-  glDisable(GL_ALPHA_TEST);
-//  glDisable(GL_FOG);
-  }
-
-  if(raydium_texture_blended[tex]==2)
-  {
-  glEnable(GL_BLEND);
-  glDepthMask(GL_TRUE);
-  glAlphaFunc(GL_GREATER,0);
-  glEnable (GL_ALPHA_TEST);
-//  glDisable(GL_FOG);
-  }
-
-  if(raydium_texture_blended[tex]==0)
-  {
-  glDisable(GL_BLEND);
-  glDepthMask(GL_TRUE);
-  glDisable(GL_ALPHA_TEST);
-//  glEnable(GL_FOG);
-  }
-
-  if(raydium_texture_rgb[tex][0]>=0)
-  {
-  if(raydium_render_rgb_force_tag)
-    rgb=raydium_render_rgb_force;
-  else
-    rgb=raydium_texture_rgb[tex];
-  
-  glDisable(GL_TEXTURE_2D);
-  glColor4f(rgb[0],rgb[1],rgb[2],1.f);
-   if(raydium_light_enabled_tag)
-   {
-    glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, rgb);
-    glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, rgb);
-   }
-  }
-  else 
-  {
-  glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, one);
-  glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, zero);
-  glEnable(GL_TEXTURE_2D);
-  glBindTexture(GL_TEXTURE_2D,tex);
-  }
-}
-
-void raydium_rendering_internal_restore_render_state(void)
-{
-//#define ONE 0.8 // default DIFFUSE value.
-GLfloat one[]={0.8f, 0.8f, 0.8f, 1.f};
-
-//return; // make no sens to restore state since next texture will reset it
-
-glDisable(GL_BLEND);
-glDepthMask(GL_TRUE);
-glEnable(GL_TEXTURE_2D);
-glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, one);
-}
-
-// 2D quick 'n ugly clipping test
-char infov(GLfloat x, GLfloat y)
-{
-#ifdef RENDER_DEBUG_NO_CLIP
-return 1;
-#endif
-if((x+raydium_camera_cursor_place[0])>(raydium_camera_x-raydium_projection_far) &&
-   (x+raydium_camera_cursor_place[0])<(raydium_camera_x+raydium_projection_far) &&
-   (y+raydium_camera_cursor_place[1])>(raydium_camera_y-raydium_projection_far) &&
-   (y+raydium_camera_cursor_place[1])<(raydium_camera_y+raydium_projection_far) ) return 1; else return 0;
-}
-
-void raydium_rendering_from_to(GLuint from, GLuint to)
-{
-GLuint tex,i,j;
-char toload;
-
-
-for(tex=1;tex<raydium_texture_index;tex++)
-{
-  toload=tex;
-  
-  for(i=from,j=0;i<to;i+=3)
-  if(raydium_vertex_texture[i]==tex)
-  {
-   if(infov(raydium_vertex_x[i  ],raydium_vertex_y[i  ]) ||
-      infov(raydium_vertex_x[i+1],raydium_vertex_y[i+1]) ||
-      infov(raydium_vertex_x[i+2],raydium_vertex_y[i+2]) )
-   {
-    if(toload) 
-    { 
-      raydium_rendering_internal_prepare_texture_render(toload);
-      raydium_rendering_prepare_texture_unit(GL_TEXTURE1_ARB,raydium_vertex_texture_multi[i]);
-#ifndef LIMIT_TO_2_TEXUNITS_DEBUG      
-      raydium_rendering_prepare_texture_unit(GL_TEXTURE2_ARB,raydium_vertex_texture_multi[i]);
-#endif
-      toload=0; 
-      glBegin(GL_TRIANGLES);
-    }
-    
-#ifdef RENDER_DEBUG_TAG
-    if(raydium_vertex_tag[i  ] ||
-       raydium_vertex_tag[i+1] ||
-       raydium_vertex_tag[i+2] )
-        glColor4f(1.f,0.f,1.f,1.f);
-        else
-        glColor4f(1.f,1.f,1.f,1.f);
-#endif    
-    
-    for(j=0;j<3;j++)
-    {
-    glNormal3f(raydium_vertex_normal_visu_x[i+j],raydium_vertex_normal_visu_y[i+j],raydium_vertex_normal_visu_z[i+j]);
-  //glTexCoord2f(raydium_vertex_texture_u[i+j],raydium_vertex_texture_v[i+j]);
-    glMultiTexCoord2fARB(GL_TEXTURE0_ARB,raydium_vertex_texture_u[i+j],raydium_vertex_texture_v[i+j]);
-#define MULTF2 500.f
-//#define MULTF 3000.f
-#define MULTF 50.f
-    glMultiTexCoord2fARB(GL_TEXTURE1_ARB,raydium_vertex_texture_u[i+j]*MULTF,raydium_vertex_texture_v[i+j]*MULTF);
-
-#ifndef LIMIT_TO_2_TEXUNITS_DEBUG      
-    glMultiTexCoord2fARB(GL_TEXTURE2_ARB,raydium_vertex_texture_u[i+j]*MULTF2,raydium_vertex_texture_v[i+j]*MULTF2);
-#endif    
-    glVertex3f(raydium_vertex_x[i+j], raydium_vertex_y[i+j], raydium_vertex_z[i+j]);
-    raydium_vertex_counter++;
-    }
-   }
-  }
-  if(!toload) glEnd();
- }
-}
-
-void raydium_rendering(void)
-{
-raydium_rendering_from_to(0,raydium_vertex_index);
-}
-
-void raydium_rendering_finish(void)
-{
-static int fps=0;
-static clock_t last=0;
-fps++;
-if(!last) last=clock();
-
-raydium_callback_image();
-glFlush();
-raydium_rendering_internal_restore_render_state();
-//glutPostRedisplay();
-
-#ifdef DEBUG_MOVIE
-{
-char name[128];
-static int frame;
-sprintf(name,"movie/frame%04d.tga",frame);
-raydium_capture_frame(name);
-frame++;
-}
-#endif
-
-glutSwapBuffers();
-//raydium_timecall_callback();
-raydium_key_last=0;
-raydium_mouse_clic=0;
-raydium_camera_pushed=0; 
-glPopMatrix();
-raydium_texture_internal_loaded=0;
-if(clock() > last + CLOCKS_PER_SEC)
-    {
-    last=clock();
-    raydium_render_fps=fps;
-    fps=0;
-    }
-}
-
-void raydium_rendering_wireframe(void)
-{
-glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-}
-
-void raydium_rendering_normal(void)
-{
-glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-}
-
-void raydium_rendering_rgb_force(GLfloat r, GLfloat g, GLfloat b)
-{
-raydium_render_rgb_force_tag=1;
-raydium_render_rgb_force[0]=r;
-raydium_render_rgb_force[1]=g;
-raydium_render_rgb_force[2]=b;
-raydium_render_rgb_force[3]=1.0;
-}
-
-void raydium_rendering_rgb_normal(void)
-{
-raydium_render_rgb_force_tag=0;
-}