engine_stage;
/* graphics */
+#if 0
m4x4f pv;
+#endif
enum quality_profile
{
k_quality_profile_high = 0,
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();
_vg_gameloop_update();
_vg_gameloop_render();
+ audio_push_console_vol();
SDL_GL_SwapWindow( vg.window );
_vg_run_synced();
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
*/
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();