Got a mail saying my message was rejected because it was too big… so heres the relevant parts of the source code.
void SDL_GL_Enter2DMode()
{
SDL_Surface *screen = SDL_GetVideoSurface();
/* Note, there may be other things you need to change,
depending on how you have your OpenGL state set up.
*/
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
/* This allows alpha blending of 2D textures with the scene */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, screen->w, screen->h);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, (GLdouble)screen->w, (GLdouble)screen->h, 0.0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glColor4ub(0,0,0,255);
}
GLuint SDL_GL_LoadTexture(SDL_Surface *surface, GLfloat *texcoord)
{
GLuint texture;
int w, h;
SDL_Surface *image;
SDL_Rect area;
Uint32 saved_flags;
Uint8 saved_alpha;
/* Use the surface width and height expanded to powers of 2 */
w = power_of_two(surface->w);
h = power_of_two(surface->h);
texcoord[0] = 0.0f; /* Min X */
texcoord[1] = 0.0f; /* Min Y */
texcoord[2] = (GLfloat)surface->w / w; /* Max X */
texcoord[3] = (GLfloat)surface->h / h; /* Max Y */
image = SDL_CreateRGBSurface(
SDL_SWSURFACE,
w, h,
32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */
0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000
#else
0xFF000000,
0x00FF0000,
0x0000FF00,
0x000000FF
#endif
);
if ( image == NULL ) {
return 0;
}
/* Save the alpha blending attributes */
saved_flags = surface->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
saved_alpha = surface->format->alpha;
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
SDL_SetAlpha(surface, 0, 0);
}
/* Copy the surface into the GL texture image */
area.x = 0;
area.y = 0;
area.w = surface->w;
area.h = surface->h;
SDL_BlitSurface(surface, &area, image, &area);
/* Restore the alpha blending attributes */
if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
SDL_SetAlpha(surface, saved_flags, saved_alpha);
//SDL_SetAlpha(surface, 0, SDL_ALPHA_TRANSPARENT);
}
/* Create an OpenGL texture for the image */
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
w, h,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
image->pixels);
SDL_FreeSurface(image); /* No longer needed */
return texture;
}
void DrawLogoCursor(void)
{
static GLfloat texMinX, texMinY;
static GLfloat texMaxX, texMaxY;
static int w, h;
int x, y;
if ( ! cursor_texture ) {
SDL_Surface *image;
GLfloat texcoord[4];
/* Load the image (could use SDL_image library here) */
image = IMG_Load(LOGO_FILE);
if ( image == NULL ) {
return;
}
w = image->w;
h = image->h;
/* Convert the image into an OpenGL texture */
cursor_texture = SDL_GL_LoadTexture(image, texcoord);
/* Make texture coordinates easy to understand */
texMinX = texcoord[0];
texMinY = texcoord[1];
texMaxX = texcoord[2];
texMaxY = texcoord[3];
/* We don't need the original image anymore */
SDL_FreeSurface(image);
/* Make sure that the texture conversion is okay */
if ( ! cursor_texture ) {
return;
}
}
/* Move the image around */
SDL_GetMouseState(&x, &y);
x -= w/2;
y -= h/2;
/* Show the image on the screen */
SDL_GL_Enter2DMode();
glBindTexture(GL_TEXTURE_2D, cursor_texture);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(texMinX, texMinY); glVertex2i(x, y );
glTexCoord2f(texMaxX, texMinY); glVertex2i(x+w, y );
glTexCoord2f(texMinX, texMaxY); glVertex2i(x, y+h);
glTexCoord2f(texMaxX, texMaxY); glVertex2i(x+w, y+h);
glEnd();
SDL_GL_Leave2DMode();
}