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Commit 09488e6

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Fixed compiling in Android Native
1 parent 83a2b1a commit 09488e6

1 file changed

Lines changed: 14 additions & 23 deletions

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source/client/gui/Screen.cpp

Lines changed: 14 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -111,12 +111,12 @@ void Screen::renderPanorama(float f)
111111
glViewport(0, 0, Minecraft::width, Minecraft::height);
112112
Tesselator& var4 = Tesselator::instance;
113113
var4.begin();
114-
float var5 = m_width > m_height ? 120.0F / m_width : 120.0F / m_height;
115-
float var6 = m_height * var5 / 256.0F;
116-
float var7 = m_width * var5 / 256.0F;
114+
float var5 = m_width > m_height ? 120.0f / m_width : 120.0f / m_height;
115+
float var6 = m_height * var5 / 256.0f;
116+
float var7 = m_width * var5 / 256.0f;
117117
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
118118
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
119-
var4.color(1.0F, 1.0F, 1.0F, 1.0F);
119+
var4.color(1.0f, 1.0f, 1.0f, 1.0f);
120120
var4.vertexUV(0.0, m_height, zLevel, (0.5F - var6), (0.5F + var7));
121121
var4.vertexUV(m_width, m_height,zLevel, (0.5F - var6), (0.5F - var7));
122122
var4.vertexUV(m_width, 0.0, zLevel, (0.5F + var6), (0.5F - var7));
@@ -238,33 +238,24 @@ void Screen::renderPanoramaBackground(float f)
238238
void Screen::renderPanoramaBlur(float f)
239239
{
240240
glBindTexture(GL_TEXTURE_2D, m_pMinecraft->m_pTextures->loadBlankTexture("panorama_blur", 256, 256));
241-
#if USE_GLES
242-
static uint32_t buffer[256 * 256 * 4];
243-
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
244-
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 256,
245-
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
246-
#else
247241
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 256, 256);
248-
#endif
249242
glEnable(GL_BLEND);
250243
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
251244
glColorMask(true, true, true, false);
252-
Tesselator& var2 = Tesselator::instance;
253-
var2.begin();
245+
Tesselator& t = Tesselator::instance;
246+
t.begin();
254247

255-
for (int var4 = 0; var4 < 3; ++var4)
248+
for (int i = 0; i < 3; ++i)
256249
{
257-
var2.color(1.0F, 1.0F, 1.0F, 1.0F / (float)(var4 + 1));
258-
int var5 = m_width;
259-
int var6 = m_height;
260-
float var7 = (float)(var4 - 3 / 2) / 256.0F;
261-
var2.vertexUV(var5, var6, zLevel, (0.0F + var7), 0.0);
262-
var2.vertexUV(var5, 0.0, zLevel, (1.0F + var7), 0.0);
263-
var2.vertexUV(0.0, 0.0, zLevel, (1.0F + var7), 1.0);
264-
var2.vertexUV(0.0, var6, zLevel, (0.0F + var7), 1.0);
250+
t.color(1.0F, 1.0F, 1.0F, 1.0F / (float)(i + 1));
251+
float r = float(i - 3 / 2) / 256.0F;
252+
t.vertexUV(m_width, m_height, zLevel, (0.0f + r), 0.0);
253+
t.vertexUV(m_width, 0.0, zLevel, (1.0f + r), 0.0);
254+
t.vertexUV(0.0, 0.0, zLevel, (1.0f + r), 1.0);
255+
t.vertexUV(0.0, m_height, zLevel, (0.0f + r), 1.0);
265256
}
266257

267-
var2.draw();
258+
t.draw();
268259
glColorMask(true, true, true, true);
269260
}
270261

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