0, /* FPSInterval */
0, /* SwapCount */
0, /* SwapTime */
-#if TARGET_HOST_MS_WINDOWS
- { 0, GL_FALSE }, /* Time */
-#else
- { { 0, 0 }, GL_FALSE },
-#endif
+ 0, /* Time */
{ NULL, NULL }, /* Timers */
{ NULL, NULL }, /* FreeTimers */
NULL, /* IdleCallback */
GLUT_EXEC_STATE_INIT, /* ExecState */
NULL, /* ProgramName */
GL_FALSE, /* JoysticksInitialised */
- GL_FALSE /* InputDevsInitialised */
+ GL_FALSE, /* InputDevsInitialised */
+ 0, /* AuxiliaryBufferNumber */
+ 0 /* SampleNumber */
};
fgState.GameModeDepth = 16;
fgState.GameModeRefresh = 72;
- fgState.Time.Set = GL_FALSE;
-
fgListInit( &fgState.Timers );
fgListInit( &fgState.FreeTimers );
fgCreateStructure( );
- fgElapsedTime( );
+ /* Get start time */
+ fgState.Time = fgSystemTime();
/* check if GLUT_FPS env var is set */
#ifndef _WIN32_WCE
}
/*
+ * Undoes all the "glutInit" stuff
+ */
+void FGAPIENTRY glutExit ( void )
+{
+ fgDeinitialize ();
+}
+
+/*
* Sets the default initial window position for new windows
*/
void FGAPIENTRY glutInitWindowPosition( int x, int y )
* delimited by blanks or tabs.
*/
char *token ;
- int len = strlen ( displayMode );
+ size_t len = strlen ( displayMode );
char *buffer = (char *)malloc ( (len+1) * sizeof(char) );
memcpy ( buffer, displayMode, len );
buffer[len] = '\0';
break ;
case 36 : /* "aux": some number of aux buffers */
- glut_state_flag |= GLUT_AUX1;
+ glut_state_flag |= GLUT_AUX;
break ;
case 37 : /* Unrecognized */