diff --git a/engines/tetraedge/te/te_renderer_opengl.cpp b/engines/tetraedge/te/te_renderer_opengl.cpp index 0f373b24120..7a06e6993e0 100644 --- a/engines/tetraedge/te/te_renderer_opengl.cpp +++ b/engines/tetraedge/te/te_renderer_opengl.cpp @@ -106,25 +106,41 @@ void TeRendererOpenGL::enableZBuffer() { } void TeRendererOpenGL::init(uint width, uint height) { + warning("init: hit warning 1"); initGraphics3d(width, height); + warning("init: hit warning 2"); glDisable(GL_CULL_FACE); + warning("init: hit warning 3"); TeLightOpenGL::disableAll(); + warning("init: hit warning 4"); glDisable(GL_COLOR_MATERIAL); + warning("init: hit warning 5"); glEnable(GL_DEPTH_TEST); + warning("init: hit warning 6"); glDepthMask(GL_TRUE); + warning("init: hit warning 7"); glShadeModel(GL_SMOOTH); + warning("init: hit warning 8"); glEnable(GL_BLEND); + warning("init: hit warning 9"); // Note: original doesn't separate but blends are nicer that way. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + warning("init: hit warning 10"); glDepthFunc(GL_LEQUAL); + warning("init: hit warning 11"); // Original does this, probably not needed? //glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE); glClearDepth(1.0); + warning("init: hit warning 12"); glClearStencil(0); + warning("init: hit warning 13"); _clearColor = TeColor(0, 0, 0, 255); + warning("init: hit warning 14"); glClearColor(0, 0, 0, 1.0); + warning("init: hit warning 15"); //TeOpenGLExtensions::loadExtensions(); // this does nothing in the game? _currentColor = TeColor(255, 255, 255, 255); + warning("init: hit warning 16"); _scissorEnabled = false; _scissorX = _scissorY = _scissorWidth = _scissorHeight = 0; }