Correction bug de switch de fullscreen

This commit is contained in:
MarcEricMartel 2023-12-11 05:35:29 -05:00
parent 5b0be2d985
commit 7c1f70646a

View File

@ -29,6 +29,25 @@ Engine::~Engine() {
} }
void Engine::Init() { void Engine::Init() {
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
if (m_istarted) if (m_istarted)
return; return;
else m_istarted = true; else m_istarted = true;
@ -57,25 +76,6 @@ void Engine::LoadResource() {
abort(); abort();
} }
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
@ -2142,6 +2142,7 @@ void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
if (x > leftButton && x < rightButton && y > bottomFirst && y < topFirst) { if (x > leftButton && x < rightButton && y > bottomFirst && y < topFirst) {
if (m_selectedPlayOptions) { if (m_selectedPlayOptions) {
m_gamestate = GameState::PLAY; m_gamestate = GameState::PLAY;
m_audio.ToggleMusicState();
} }
else { else {
m_selectedPlayOptions = true; m_selectedPlayOptions = true;