glViewport(x, y, w, h);
}
+void gaw_get_viewport(int *vp)
+{
+ glGetIntegerv(GL_VIEWPORT, vp);
+}
+
void gaw_matrix_mode(int mode)
{
mode += GL_MODELVIEW;
case GAW_TEXTURE_2D:
glEnable(GL_TEXTURE_2D);
break;
+ case GAW_POLYGON_OFFSET:
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ break;
default:
break;
}
case GAW_TEXTURE_2D:
glDisable(GL_TEXTURE_2D);
break;
+ case GAW_POLYGON_OFFSET:
+ glDisable(GL_POLYGON_OFFSET_FILL);
+ break;
default:
break;
}
glAlphaFunc(func + GL_NEVER, ref);
}
+void gaw_zoffset(float offs)
+{
+ glPolygonOffset(1, offs);
+}
+
void gaw_clear_color(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);