all changes
[vg.git] / vg.h
diff --git a/vg.h b/vg.h
index 02c778810680e6be35f49350a6d889d44e19a6c1..5c2decfa4a77c7ac02266ece162a675cc1b6fa0f 100644 (file)
--- a/vg.h
+++ b/vg.h
@@ -176,7 +176,9 @@ struct vg
    engine_stage;
 
    /* graphics */
+#if 0
    m4x4f pv;
+#endif
    enum quality_profile
    {
       k_quality_profile_high = 0,
@@ -549,7 +551,10 @@ VG_STATIC void _vg_gameloop_render(void)
             ui_text( (ui_rect){258, 4+24+12,0,0},perf, 1,0);
          }
 
+         /* FIXME */
+#if 0
          audio_debug_ui( vg.pv );
+#endif
          vg_ui();
          _vg_console_draw();
          
@@ -592,6 +597,7 @@ VG_STATIC void _vg_gameloop(void)
 
       _vg_gameloop_update();
       _vg_gameloop_render();
+      audio_push_console_vol();
 
       SDL_GL_SwapWindow( vg.window );
       _vg_run_synced();
@@ -647,21 +653,15 @@ VG_STATIC void _vg_init_window( const char *window_name )
    SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, 
                            SDL_GL_CONTEXT_PROFILE_CORE );
 
-   SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 );
+   SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
+                           SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
+   
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 );
    SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 );
+   SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 0 );
 
-   if( vg.samples > 1 )
-   {
-      SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
-      SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, vg.samples );
-   }
-
-   SDL_GL_SetAttribute( SDL_GL_CONTEXT_RELEASE_BEHAVIOR,
-                           SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH );
-   
    /* 
     * Get monitor information 
     */
@@ -853,7 +853,7 @@ VG_STATIC void vg_fatal_exit_loop( const char *error )
          glBlendEquation(GL_FUNC_ADD);
 
          glClearColor( 0.15f + sinf(vg.time_real)*0.1f, 0.0f, 0.0f,1.0f );
-         glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+         glClear( GL_COLOR_BUFFER_BIT );
          glViewport( 0,0, vg.window_x, vg.window_y );
 
          _vg_render_log();