Pickle
Mega GP Mania
Im starting a new thread about return to castle wolfenstien and getting it converted to opengles for use on the pandora.
It based on the quake3 engine, which should allow leverage of the existing code from ioquake3 (ive already gone through and added what i needed)
One major difference i see is more use of the spline code, seems like q3a didnt use it or only some parts. I think i can convert it, but one area has me stumped. It may be this code will never even be run with lower quality settings.
The last 2 lines in particular. First glRasterPos and glCallLists isnt supported in ES. But with glCallLists its since the none of the other list functions are used. And where are this lists defined?
Here are where its called:
It based on the quake3 engine, which should allow leverage of the existing code from ioquake3 (ive already gone through and added what i needed)
One major difference i see is more use of the spline code, seems like q3a didnt use it or only some parts. I think i can convert it, but one area has me stumped. It may be this code will never even be run with lower quality settings.
Code:
void glLabeledPoint( idVec3 &color, idVec3 &point, float size, const char *label ) {
qglColor3fv( color );
qglPointSize( size );
qglBegin( GL_POINTS );
qglVertex3fv( point );
qglEnd();
idVec3 v = point;
v.x += 1;
v.y += 1;
v.z += 1;
qglRasterPos3fv( v );
qglCallLists( strlen( label ), GL_UNSIGNED_BYTE, label );
}
The last 2 lines in particular. First glRasterPos and glCallLists isnt supported in ES. But with glCallLists its since the none of the other list functions are used. And where are this lists defined?
Here are where its called:
Code:
glLabeledPoint( blue, pos, ( editMode ) ? 5 : 3, "Fixed point" );
glLabeledPoint( blue, startPos, ( editMode ) ? 5 : 3, "Start interpolated" );
glLabeledPoint( blue, endPos, ( editMode ) ? 5 : 3, "End interpolated" );