freebsd-ports/games/apoolGL/files/patch-gl.c
Jean-Yves Lefort 9a692f2f78 Add apoolGL.
Another Pool GL is a 3D computer billiards simulation based on Another Pool,
with a realistic physics system using OpenGL/SDL as graphical subsystem.

WWW: http://www.planetjahn.de/apool/

PR:		ports/85324
Submitted by:	Igor Pokrovsky <ip@doom.homeunix.org>
2005-09-01 00:35:35 +00:00

55 lines
2.0 KiB
C

--- gl.c.orig Sat Aug 13 01:51:49 2005
+++ gl.c Thu Sep 1 02:19:45 2005
@@ -40,7 +40,7 @@
#include <GL/glu.h>
#include <string.h>
#include "apool.h"
-#include <linux/param.h>
+#include <sys/param.h>
#include <sys/time.h>
#ifndef M_PI
@@ -452,14 +452,14 @@
int LoadGLTextures( void ) /* ebenfalls basierend auf einem Nehe Tutorial */
{ /* aber für mehrere Texturen angepasst und erweitert f. Mipmapping, Cube-Textures, usw.*/
int i;
- char txt[80];
+ char txt[PATH_MAX];
SDL_Surface *TextureImage[ANZ_TEXTURES];
memset(TextureImage,0,sizeof(void *)*ANZ_TEXTURES);
texture = malloc((sizeof(int) * ANZ_TEXTURES));
for(i=0;i<BALLS;i++)
{
- sprintf(txt,"textures-hi/%d.bmp",i);
+ sprintf(txt,DATADIR"/textures-hi/%d.bmp",i);
if( !(TextureImage[i]=LoadBMP(txt)) )
{
printf("can't find %d of hd textures\n",i);
@@ -469,7 +469,7 @@
for(i=BALLS;i<2*BALLS;i++)
{
- sprintf(txt,"textures-lo/%d.bmp",i-BALLS);
+ sprintf(txt,DATADIR"/textures-lo/%d.bmp",i-BALLS);
if( !(TextureImage[i]=LoadBMP(txt)) )
{
printf("can't find %d of ld textures\n",i-BALLS);
@@ -477,11 +477,11 @@
}
}
- if( !(TextureImage[i++]=LoadBMP("textures-hi/Font.bmp")) ) return FALSE;
- if( !(TextureImage[i++]=LoadBMP("textures-hi/Holz.bmp")) ) return FALSE;
- if( !(TextureImage[i++]=LoadBMP("textures-hi/Marmor.bmp")) ) return FALSE;
- if( !(TextureImage[i++]=LoadBMP("textures-hi/Tuch.bmp")) ) return FALSE;
- if( !(TextureImage[i++]=LoadBMP("textures-hi/Env.bmp")) ) return FALSE;
+ if( !(TextureImage[i++]=LoadBMP(DATADIR"/textures-hi/Font.bmp")) ) return FALSE;
+ if( !(TextureImage[i++]=LoadBMP(DATADIR"/textures-hi/Holz.bmp")) ) return FALSE;
+ if( !(TextureImage[i++]=LoadBMP(DATADIR"/textures-hi/Marmor.bmp")) ) return FALSE;
+ if( !(TextureImage[i++]=LoadBMP(DATADIR"/textures-hi/Tuch.bmp")) ) return FALSE;
+ if( !(TextureImage[i++]=LoadBMP(DATADIR"/textures-hi/Env.bmp")) ) return FALSE;
glGenTextures(ANZ_TEXTURES, &texture[0]);
for (i=0; i<ANZ_TEXTURES; i++)