* A few bugfixes, a few pixel-precise adjustments.
This commit is contained in:
jean.chalard
2009-01-04 06:34:29 +00:00
parent 0d14207247
commit a85da61604
4 changed files with 9 additions and 8 deletions

View File

@@ -113,6 +113,8 @@ void JLBFont::DrawString(const char *string, float x, float y, int align)
else if (align == JGETEXT_CENTER)
dx -= width/2;
dx = floorf(dx) + 0.1;
dy = floorf(dy);
int index;
while (*p)
{

View File

@@ -172,7 +172,6 @@ void DestroyGame(void)
void KillGLWindow(void) // Properly Kill The Window
{
DestroyGame();
if (gXWindow && gXDisplay)
XDestroyWindow(gXDisplay, gXWindow);
gXWindow = NULL;
@@ -252,6 +251,9 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((
// Bind the GLX context to the Window
glXMakeContextCurrent(gXDisplay, glxWin, glxWin, context);
free(vInfo);
free(fbConfigs);
SizeGLScene(width, height);
if (!InitGL())
{
@@ -259,12 +261,6 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits __attribute__((
printf("Initializing GL failed.");
return false;
}
if (!InitGame())
{
KillGLWindow();
printf("Initializing game failed.");
return false;
}
return true;
}
@@ -474,6 +470,7 @@ int main(int argc, char* argv[])
delete g_launcher;
// Shutdown
DestroyGame();
KillGLWindow(); // Kill The Window
return 0;
}

View File

@@ -80,6 +80,7 @@ hgeParticleSystem::hgeParticleSystem(const char *filename, JQuad *sprite)
fEmissionResidue=0.0f;
nParticlesAlive=0;
fAge=-2.0;
mTimer = 0.0f;
rectBoundingBox.Clear();
bUpdateBoundingBox=false;
@@ -98,6 +99,7 @@ hgeParticleSystem::hgeParticleSystem(hgeParticleSystemInfo *psi)
fEmissionResidue=0.0f;
nParticlesAlive=0;
fAge=-2.0;
mTimer = 0.0f;
rectBoundingBox.Clear();
bUpdateBoundingBox=false;

View File

@@ -1294,7 +1294,7 @@ void JRenderer::Enable2D()
glMatrixMode (GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity (); // Reset The Projection Matrix
gluOrtho2D(0.0f, SCREEN_WIDTH_F-1.0f, 0.0f, SCREEN_HEIGHT_F-1.0f);
gluOrtho2D(0.0f, SCREEN_WIDTH_F, 0.0f, SCREEN_HEIGHT_F-1.0f);
glMatrixMode (GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity (); // Reset The Modelview Matrix