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https://github.com/projectM-visualizer/projectm.git
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OMG Experimental Renderer Fixes
git-svn-id: https://projectm.svn.sourceforge.net/svnroot/projectm/trunk@541 6778bc44-b910-0410-a7a0-be141de4315d
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@ -244,10 +244,11 @@ if(renderTarget->renderToTexture)
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void Renderer::Interpolation(PresetOutputs *presetOutputs, PresetInputs *presetInputs)
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{
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{ //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor4f(0.0, 0.0, 0.0,presetOutputs->decay);
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glColor4f(1.0,1.0,1.0,presetOutputs->decay);
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glEnable(GL_TEXTURE_2D);
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@ -264,7 +265,9 @@ void Renderer::Interpolation(PresetOutputs *presetOutputs, PresetInputs *presetI
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}
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glDisable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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@ -1508,34 +1511,14 @@ void Renderer::render_texture_to_screen(PresetOutputs *presetOutputs) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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// glClear(GL_ACCUM_BUFFER_BIT);
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glColor4d(0.0, 0.0, 0.0,1.0f);
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DWRITE( "rendering texture to screen\n" );
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glBegin(GL_QUADS);
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glVertex3d( 0, 0, -1 );
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glVertex4d(-0.5,-0.5,-1,1);
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glVertex4d(-0.5, 0.5,-1,1);
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glVertex4d(0.5, 0.5,-1,1);
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glVertex4d(0.5, -0.5,-1,1);
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glEnd();
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glBlendFunc(GL_ONE,GL_ZERO);
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glColor4d(1.0, 1.0, 1.0,1.0f);
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glEnable(GL_TEXTURE_2D);
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//glBindTexture( GL_TEXTURE_2D, this->renderTarget->textureID[0] );
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// glBindTexture( GL_TEXTURE_2D, this->renderTarget->textureID );
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// glAccum(GL_LOAD,0);
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// if (bDarken==1) glBlendFunc(GL_SRC_COLOR,GL_ZERO);
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//Draw giant rectangle and texture it with our texture!
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glBegin(GL_QUADS);
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glTexCoord4d(0, 1,0,1); glVertex4d(-0.5,-0.5,-1,1);
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@ -1546,14 +1529,11 @@ void Renderer::render_texture_to_screen(PresetOutputs *presetOutputs) {
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// if (bDarken==1) glBlendFunc(GL_SRC_COLOR,GL_ONE_MINUS_SRC_ALPHA);
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// if (bDarken==1) { glAccum(GL_ACCUM,1-fVideoEchoAlpha); glBlendFunc(GL_SRC_COLOR,GL_ZERO); }
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glMatrixMode(GL_TEXTURE);
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//draw video echo
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glColor4f(0.0, 0.0, 0.0,presetOutputs->fVideoEchoAlpha);
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glColor4f(1.0, 1.0, 1.0,presetOutputs->fVideoEchoAlpha);
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glTranslatef(.5,.5,0);
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glScalef(1.0/presetOutputs->fVideoEchoZoom,1.0/presetOutputs->fVideoEchoZoom,1);
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glTranslatef(-.5,-.5,0);
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@ -1680,7 +1660,7 @@ void Renderer::render_texture_to_studio(PresetOutputs *presetOutputs, PresetInpu
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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// glClear(GL_ACCUM_BUFFER_BIT);
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