glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, g->padx, g->pady,
- 0, GL_GREEN, GL_UNSIGNED_BYTE, padbuf);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->padx, g->pady,
+ 0, GL_ALPHA, GL_UNSIGNED_BYTE, padbuf);
g_free(padbuf);
}
if (g) {
glTranslatef(GlftFontAdvance(font, p, g), 0.0, 0.0);
glBindTexture(GL_TEXTURE_2D, g->tnum);
+
glBegin(GL_QUADS);
- glColor3f(1.0, 1.0, 1.0);
+ glColor3f(1.0, 1.0, 0.0);
glTexCoord2f(0, g->texh/(float)g->pady);
glVertex2i(g->left, 0 - g->yoff);
glOrtho(-50, W-50, -100, H-100, 0, 10);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
+ glClearColor(0.0, 0.0, 1.0, 0.0);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
quit = 0;
while (!quit) {
XNextEvent(display, &report);