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@ -400,7 +400,21 @@ void CubeEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) |
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glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 ); |
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glTranslatef( 0.0, rect.height(), 0.0 ); |
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glCullFace( GL_FRONT ); |
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// bottom texture has to be mirrored
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glMatrixMode( GL_TEXTURE ); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glScalef( 1.0f, -1.0f, 1.0f ); |
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glTranslatef( 0.0f, -1.0f, 0.0f ); |
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glMatrixMode( GL_MODELVIEW ); |
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glCallList( glList + 2 ); |
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glMatrixMode( GL_TEXTURE ); |
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glPopMatrix(); |
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glMatrixMode( GL_MODELVIEW ); |
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glTranslatef( 0.0, -rect.height(), 0.0 ); |
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glCullFace( GL_BACK ); |
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glCallList( glList + 2 ); |
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@ -454,7 +468,20 @@ void CubeEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) |
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glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 ); |
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glTranslatef( 0.0, rect.height(), 0.0 ); |
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glCullFace( GL_BACK ); |
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// bottom texture has to be mirrored
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glMatrixMode( GL_TEXTURE ); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glScalef( 1.0f, -1.0f, 1.0f ); |
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glTranslatef( 0.0f, -1.0f, 0.0f ); |
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glMatrixMode( GL_MODELVIEW ); |
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glCallList( glList + 2 ); |
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glMatrixMode( GL_TEXTURE ); |
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glPopMatrix(); |
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glMatrixMode( GL_MODELVIEW ); |
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glTranslatef( 0.0, -rect.height(), 0.0 ); |
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glCullFace( GL_FRONT ); |
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glCallList( glList + 2 ); |
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@ -506,7 +533,20 @@ void CubeEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) |
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glPushMatrix(); |
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glScalef( 1.0, -1.0, 1.0 ); |
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} |
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// bottom texture has to be mirrored
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glMatrixMode( GL_TEXTURE ); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glScalef( 1.0f, -1.0f, 1.0f ); |
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glTranslatef( 0.0f, -1.0f, 0.0f ); |
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glMatrixMode( GL_MODELVIEW ); |
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glCallList( glList + 2 ); |
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glMatrixMode( GL_TEXTURE ); |
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glPopMatrix(); |
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glMatrixMode( GL_MODELVIEW ); |
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if( mode == Sphere ) |
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glPopMatrix(); |
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glTranslatef( 0.0, -rect.height(), 0.0 ); |
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@ -581,7 +621,21 @@ void CubeEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) |
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glPushMatrix(); |
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glScalef( 1.0, -1.0, 1.0 ); |
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} |
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// bottom texture has to be mirrored
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glMatrixMode( GL_TEXTURE ); |
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glPushMatrix(); |
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glLoadIdentity(); |
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glScalef( 1.0f, -1.0f, 1.0f ); |
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glTranslatef( 0.0f, -1.0f, 0.0f ); |
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glMatrixMode( GL_MODELVIEW ); |
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glCallList( glList + 2 ); |
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glMatrixMode( GL_TEXTURE ); |
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glPopMatrix(); |
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glMatrixMode( GL_MODELVIEW ); |
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if( mode == Sphere ) |
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glPopMatrix(); |
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glTranslatef( 0.0, -rect.height(), 0.0 ); |
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