{ "glutStrokeString", (void *) glutStrokeString },
{ "glutWireRhombicDodecahedron", (void *) glutWireRhombicDodecahedron },
{ "glutSolidRhombicDodecahedron", (void *) glutSolidRhombicDodecahedron },
- { "glutWireSierpinskiSponge ", (void *) glutWireSierpinskiSponge },
- { "glutSolidSierpinskiSponge ", (void *) glutSolidSierpinskiSponge },
+ { "glutWireSierpinskiSponge", (void *) glutWireSierpinskiSponge },
+ { "glutSolidSierpinskiSponge", (void *) glutSolidSierpinskiSponge },
+ { "glutWireCylinder", (void *) glutWireCylinder },
+ { "glutSolidCylinder", (void *) glutSolidCylinder },
{ "glutGetProcAddress", (void *) glutGetProcAddress },
{ "glutMouseWheelFunc", (void *) glutMouseWheelFunc },
{ NULL, NULL }
* point back to the start of the line and down one line.
*/
while( ( c = *string++) )
- if( string[c] == '\n' )
+ if( c == '\n' )
{
glBitmap ( 0, 0, 0, 0, -x, (float) -font->Height, NULL );
x = 0.0f;
wait.tv_usec = (msec % 1000) * 1000;
err = select( socket+1, &fdset, NULL, NULL, &wait );
- if( -1 == err )
+ if( ( -1 == err ) && ( errno != EINTR ) )
fgWarning ( "freeglut select() error: %d", errno );
}
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE
return fgStructure.Window ? fgStructure.Window->State.IgnoreKeyRepeat : 0;
case GLUT_DEVICE_KEY_REPEAT:
- /* XXX WARNING: THIS IS A BIG LIE! */
- return GLUT_KEY_REPEAT_DEFAULT;
+ return fgState.KeyRepeat;
default:
fgWarning( "glutDeviceGet(): missing enum handle %d", eWhat );
*/
winAttr.event_mask =
StructureNotifyMask | SubstructureNotifyMask | ExposureMask |
- ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyRelease |
+ ButtonPressMask | ButtonReleaseMask | KeyPressMask | KeyReleaseMask |
VisibilityChangeMask | EnterWindowMask | LeaveWindowMask |
PointerMotionMask | ButtonMotionMask;
winAttr.background_pixmap = None;
}
#endif
- glXMakeCurrent(
- fgDisplay.Display,
- window->Window.Handle,
- window->Window.Context
- );
-
/*
* XXX Assume the new window is visible by default
* XXX Is this a safe assumption?
XSetWMProtocols( fgDisplay.Display, window->Window.Handle,
&fgDisplay.DeleteWindow, 1 );
+ glXMakeCurrent(
+ fgDisplay.Display,
+ window->Window.Handle,
+ window->Window.Context
+ );
+
XMapWindow( fgDisplay.Display, window->Window.Handle );
#elif TARGET_HOST_WIN32 || TARGET_HOST_WINCE