diff --git a/G3DTest.suo b/G3DTest.suo index f7e4e0c..e4a1d0d 100644 Binary files a/G3DTest.suo and b/G3DTest.suo differ diff --git a/PhysicalInstance.cpp b/PhysicalInstance.cpp index ba022a0..5b3a068 100644 --- a/PhysicalInstance.cpp +++ b/PhysicalInstance.cpp @@ -26,3 +26,5 @@ PhysicalInstance::~PhysicalInstance(void) } + + diff --git a/main.cpp b/main.cpp index 6ec16b6..c466bd3 100644 --- a/main.cpp +++ b/main.cpp @@ -380,7 +380,7 @@ void Demo::onGraphics(RenderDevice* rd) { app->renderDevice->setAmbientLightColor(Color3(1,1,1)); Draw::axes(CoordinateFrame(Vector3(0, 0, 0)), app->renderDevice); - + Draw::sphere(G3D::Sphere(Vector3(0,0,0),3), rd, Color3::red(), Color4::clear()); //makeFlag(Vector3(1, 0.5, 0.5), rd); @@ -470,26 +470,54 @@ void Demo::onGraphics(RenderDevice* rd) { //app->debugFont->draw2D("Dynamica 2004-2005 Simulation Client version " + VERSION + str, Vector2(0,0), 20, Color3::white(), Color3::black()); //app->debugFont->draw2D("Debug Mode Enabled", Vector2(0,30), 20, Color3::white(), Color3::black()); - + rd->pushState(); - rd->setTexture(0, go); - + /*rd->setTexture(0, go); + rd->enableAlphaWrite(); - rd->setTexCoord(0, Vector2(0.0F, 0.0F)); - rd->setTexCoord(0, Vector2(1.0F, 0.0F)); - rd->setTexCoord(0, Vector2(0.0F, 1.0F)); - rd->setTexCoord(0, Vector2(1.0F, 1.0F)); - rd->setTextureCombineMode(0, RenderDevice::CombineMode::TEX_ADD); + //rd->setTexCoord(0, Vector2(0.0F, 0.0F)); + //rd->setTexCoord(0, Vector2(1.0F, 0.0F)); + //rd->setTexCoord(0, Vector2(0.0F, 1.0F)); + //rd->setTexCoord(0, Vector2(1.0F, 1.0F)); + //rd->setTextureCombineMode(0, RenderDevice::CombineMode::TEX_ADD); + rd->beginPrimitive(RenderDevice::QUADS); rd->sendVertex(Vector2(10,25)); rd->sendVertex(Vector2(70,25)); rd->sendVertex(Vector2(70,85)); rd->sendVertex(Vector2(10,85)); rd->endPrimitive(); - rd->setTexture(0, NULL); + rd->setTexture(0, NULL);*/ + + + int texid = go->getOpenGLID(); + rd->beforePrimitive(); + + //glColor3d(255,255,255); + + glEnable( GL_TEXTURE_2D ); + glEnable(GL_BLEND);// you enable blending function + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture( GL_TEXTURE_2D, texid); + //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); + glBegin( GL_QUADS ); + glTexCoord2d(0.0,0.0); + glVertex2f( 10, 25 ); + glTexCoord2d( 1.0,0.0 ); + glVertex2f( 70, 25 ); + glTexCoord2d( 1.0,1.0 ); + glVertex2f( 70, 85 ); + glTexCoord2d( 0.0,1.0 ); + glVertex2f( 10, 85 ); + glEnd(); + + glDisable( GL_TEXTURE_2D ); + + rd->afterPrimitive(); + rd->popState();