annotate test/testdyngl.c @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents 0afe0e38e02c
children 9f6ad2286011
rev   line source
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1 /*
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2 * Small SDL example to demonstrate dynamically loading
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3 * OpenGL lib and functions
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4 *
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5 * (FYI it was supposed to look like snow in the wind or something...)
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6 *
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7 * Compile with :
847
0afe0e38e02c *** empty log message ***
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8 * gcc testdyngl.c `sdl-config --libs --cflags` -o testdyngl -DHAVE_OPENGL
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9 *
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10 * You can specify a different OpenGL lib on the command line, i.e. :
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11 * ./testdyngl /usr/X11R6/lib/libGL.so.1.2
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12 * or
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13 * ./testdyngl /usr/lib/libGL.so.1.0.4496
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14 *
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15 */
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16
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17 #include <stdio.h>
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18 #include <stdlib.h>
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19
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20 #include "SDL.h"
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21
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22 #ifdef HAVE_OPENGL
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23
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24 #include "SDL_opengl.h"
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25
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26 void* get_funcaddr(const char* p)
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27 {
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28 void* f=SDL_GL_GetProcAddress(p);
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29 if (f)
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30 {
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31 return f;
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32 }
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33 else
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34 {
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35 printf("Unable to get function pointer for %s\n",p);
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36 exit(1);
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37 }
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38 }
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39
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40 typedef struct
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41 {
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42 void(*glBegin)(GLenum);
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43 void(*glEnd)();
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44 void(*glVertex3f)(GLfloat, GLfloat, GLfloat);
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45 void(*glClearColor)(GLfloat, GLfloat, GLfloat, GLfloat);
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46 void(*glClear)(GLbitfield);
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47 void(*glDisable)(GLenum);
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48 void(*glEnable)(GLenum);
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49 void(*glColor4ub)(GLubyte,GLubyte,GLubyte,GLubyte);
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50 void(*glPointSize)(GLfloat);
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51 void(*glHint)(GLenum,GLenum);
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52 void(*glBlendFunc)(GLenum,GLenum);
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53 void(*glMatrixMode)(GLenum);
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54 void(*glLoadIdentity)();
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55 void(*glOrtho)(GLdouble,GLdouble,GLdouble,GLdouble,GLdouble,GLdouble);
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56 void(*glRotatef)(GLfloat,GLfloat,GLfloat,GLfloat);
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57 void(*glViewport)(GLint,GLint,GLsizei,GLsizei);
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58 void(*glFogf)(GLenum,GLfloat);
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59 }
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60 glfuncs;
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61
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62 void init_glfuncs(glfuncs* f)
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63 {
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64 f->glBegin=get_funcaddr("glBegin");
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65 f->glEnd=get_funcaddr("glEnd");
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66 f->glVertex3f=get_funcaddr("glVertex3f");
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67 f->glClearColor=get_funcaddr("glClearColor");
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68 f->glClear=get_funcaddr("glClear");
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69 f->glDisable=get_funcaddr("glDisable");
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70 f->glEnable=get_funcaddr("glEnable");
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71 f->glColor4ub=get_funcaddr("glColor4ub");
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72 f->glPointSize=get_funcaddr("glPointSize");
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73 f->glHint=get_funcaddr("glHint");
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74 f->glBlendFunc=get_funcaddr("glBlendFunc");
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75 f->glMatrixMode=get_funcaddr("glMatrixMode");
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76 f->glLoadIdentity=get_funcaddr("glLoadIdentity");
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77 f->glOrtho=get_funcaddr("glOrtho");
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78 f->glRotatef=get_funcaddr("glRotatef");
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79 f->glViewport=get_funcaddr("glViewport");
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80 f->glFogf=get_funcaddr("glFogf");
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81 }
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82
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83 #define NB_PIXELS 1000
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84
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85 int main(int argc,char *argv[])
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86 {
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87 glfuncs f;
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88 int i;
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89 SDL_Event event;
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90 int done=0;
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91 GLfloat pixels[NB_PIXELS*3];
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92 #ifdef _WIN32
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93 char *gl_library = "OpenGL32.DLL";
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94 #else
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95 char *gl_library = "libGL.so.1";
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96 #endif
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97
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98 if (argv[1]) {
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99 gl_library = argv[1];
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100 }
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101
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102 if (SDL_Init(SDL_INIT_VIDEO)<0)
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103 {
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104 printf("Unable to init SDL : %s\n",SDL_GetError());
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105 exit(1);
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106 }
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107
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108 if (SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1)<0)
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109 {
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110 printf("Unable to set GL attribute : %s\n",SDL_GetError());
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111 exit(1);
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112 }
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113
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114 if (SDL_GL_LoadLibrary(gl_library)<0)
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115 {
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116 printf("Unable to dynamically open GL lib : %s\n",SDL_GetError());
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117 exit(1);
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118 }
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119
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120 if (SDL_SetVideoMode(640,480,0,SDL_OPENGL)==NULL)
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121 {
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122 printf("Unable to open video mode : %s\n",SDL_GetError());
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123 exit(1);
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124 }
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125
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126 init_glfuncs(&f);
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127
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128 for(i=0;i<NB_PIXELS;i++)
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129 {
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130 pixels[3*i]=rand()%250-125;
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131 pixels[3*i+1]=rand()%250-125;
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132 pixels[3*i+2]=rand()%250-125;
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133 }
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134
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135 f.glViewport(0,0,640,480);
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136
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137 f.glMatrixMode(GL_PROJECTION);
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138 f.glLoadIdentity();
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139 f.glOrtho(-100,100,-100,100,-500,500);
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140
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141 f.glMatrixMode(GL_MODELVIEW);
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142 f.glLoadIdentity();
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143
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144 f.glEnable(GL_DEPTH_TEST);
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145 f.glDisable(GL_TEXTURE_2D);
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146 f.glEnable(GL_BLEND);
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147 f.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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148
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149 f.glClearColor(0.0f,0.0f,0.0f,0.0f);
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150 f.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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151
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152 f.glEnable(GL_POINT_SMOOTH);
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153 f.glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);
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154 f.glPointSize(5.0f);
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155 f.glEnable(GL_FOG);
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156 f.glFogf(GL_FOG_START,-500);
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157 f.glFogf(GL_FOG_END,500);
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158 f.glFogf(GL_FOG_DENSITY,0.005);
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159
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160 do
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161 {
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162 f.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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163
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164 f.glRotatef(2.0,1.0,1.0,1.0);
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165 f.glRotatef(1.0,0.0,1.0,1.0);
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166
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167 f.glColor4ub(255,255,255,255);
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168 f.glBegin(GL_POINTS);
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169 for(i=0;i<NB_PIXELS;i++)
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170 {
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171 f.glVertex3f(pixels[3*i],pixels[3*i+1],pixels[3*i+2]);
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172 }
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173 f.glEnd();
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174 SDL_GL_SwapBuffers();
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175
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176 while(SDL_PollEvent(&event))
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177 {
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178 if(event.type & SDL_KEYDOWN)
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179 done=1;
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180 }
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181
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182 SDL_Delay(20);
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183 }
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184 while(!done);
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185
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186 SDL_Quit();
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187 return 0;
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188 }
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189
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190 #else /* HAVE_OPENGL */
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191
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192 int main(int argc, char *argv[])
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193 {
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194 printf("No OpenGL support on this system\n");
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195 return 1;
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196 }
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197
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198 #endif /* HAVE_OPENGL */