📄 cfade.h
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inline void Fade(float r,float g,float b,float a)
{
glLoadIdentity();
glColor4f(r,g,b,a);
if(a==0.0f)return; //if it磗 not going to appear, then we don't draw it :)
glDisable(GL_DEPTH_TEST); //don磘 forget to re-enable this stuff later
glDisable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING); //be careful with this too
glDisable(GL_CULL_FACE);
glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
//glNormal3f()
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-10.0f, -10.0f, -2.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 10.0f, -10.0f, -2.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 10.0f, 10.0f, -2.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-10.0f, 10.0f, -2.0f); // Top Left Of The Texture and Quad
glEnd();
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST); //don磘 forget to re-enable this stuff later
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glColor3f(1,1,1);
glEnable(GL_ALPHA_TEST);
}
// Simple, effective, it's us :) (yeah, right!)
inline void FadeToBlack(float Light)
{
// Light= o preto , Light=1 Normal,
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