Mirror the bottom cube cap in y direction. That makes cube a little bit more realistic.
svn path=/trunk/KDE/kdebase/workspace/; revision=971753
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1 changed files with 54 additions and 0 deletions
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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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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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glTranslatef( 0.0, rect.height(), 0.0 );
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glCullFace( GL_FRONT );
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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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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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glTranslatef( 0.0, -rect.height(), 0.0 );
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glCullFace( GL_BACK );
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glCullFace( GL_BACK );
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glCallList( glList + 2 );
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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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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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glTranslatef( 0.0, rect.height(), 0.0 );
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glCullFace( GL_BACK );
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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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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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glTranslatef( 0.0, -rect.height(), 0.0 );
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glCullFace( GL_FRONT );
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glCullFace( GL_FRONT );
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glCallList( glList + 2 );
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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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glPushMatrix();
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glScalef( 1.0, -1.0, 1.0 );
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glScalef( 1.0, -1.0, 1.0 );
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}
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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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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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if( mode == Sphere )
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glPopMatrix();
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glPopMatrix();
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glTranslatef( 0.0, -rect.height(), 0.0 );
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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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glPushMatrix();
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glScalef( 1.0, -1.0, 1.0 );
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glScalef( 1.0, -1.0, 1.0 );
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}
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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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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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if( mode == Sphere )
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glPopMatrix();
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glPopMatrix();
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glTranslatef( 0.0, -rect.height(), 0.0 );
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glTranslatef( 0.0, -rect.height(), 0.0 );
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