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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-03 03:00:18 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-03 03:00:18 +0000
commit83c95e09f137e9984e7240fe629e8c819dfccbf4 (patch)
treec25d2d77a20480534ec8c34305009e7724cc68d0 /Game/Code/Classes/UVisualizer.pas
parentdc1cf85b1ee9fea174c97293f23e8f384fce1fdc (diff)
downloadusdx-83c95e09f137e9984e7240fe629e8c819dfccbf4.tar.gz
usdx-83c95e09f137e9984e7240fe629e8c819dfccbf4.tar.xz
usdx-83c95e09f137e9984e7240fe629e8c819dfccbf4.zip
- actual.. -> current..
- USDX version-numbers in UConfig - some windows/lclintf dependencies removed - some indentation git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@898 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/UVisualizer.pas16
1 files changed, 8 insertions, 8 deletions
diff --git a/Game/Code/Classes/UVisualizer.pas b/Game/Code/Classes/UVisualizer.pas
index 2f584299..51ebee31 100644
--- a/Game/Code/Classes/UVisualizer.pas
+++ b/Game/Code/Classes/UVisualizer.pas
@@ -124,10 +124,10 @@ begin
{$IFDEF UseTexture}
glGenTextures(1, PglUint(@VisualTex));
- glBindTexture(GL_TEXTURE_2D, VisualTex);
+ glBindTexture(GL_TEXTURE_2D, VisualTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
{$ENDIF}
end;
@@ -175,7 +175,7 @@ end;
procedure TVideoPlayback_ProjectM.SaveOpenGLState();
begin
// save all OpenGL state-machine attributes
- glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
// save projection-matrix
glMatrixMode(GL_PROJECTION);
@@ -237,8 +237,8 @@ begin
presetsDir, fontsDir);
//initResult := projectM_initRenderToTexture(pm);
- SaveOpenGLState();
- pm.ResetGL(ScreenW, ScreenH);
+ SaveOpenGLState();
+ pm.ResetGL(ScreenW, ScreenH);
RestoreOpenGLState();
end;
@@ -272,8 +272,8 @@ begin
pm.AddPCM16Data(PSmallint(@PcmData), nSamples);
// store OpenGL state (might be messed up otherwise)
- SaveOpenGLState();
- pm.ResetGL(ScreenW, ScreenH);
+ SaveOpenGLState();
+ pm.ResetGL(ScreenW, ScreenH);
//glGetIntegerv(GL_PROJECTION_STACK_DEPTH, @stackDepth);
//writeln('StackDepth0: ' + inttostr(stackDepth));