]> Shamusworld >> Repos - virtualjaguar/blobdiff - src/sdlemu_opengl.c
Fixed fullscreen<-->windowed mode swith in OpenGL mode, phase one of
[virtualjaguar] / src / sdlemu_opengl.c
index 6b92f1858fa3024442311bb96966cf13d9c135c9..348982297f1c2f2c787919d584f0033ca114db8a 100644 (file)
@@ -1,6 +1,6 @@
 /*
  * SDLEMU library - Free sdl related functions library
- * Copyrigh(c) 1999-2002 sdlemu development crew
+ * Copyrigh(c) 1999-2004 sdlemu development crew
  *
  *  This program is free software; you can redistribute it and/or modify
  *  it under the terms of the GNU General Public License as published by
  *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
  */
 
+/*  SDLEMU_OPENGL.C
+    SDLEMU related sources for using OpenGL with SDL.
+    By Niels Wagenaar | http://sdlemu.ngemu.com | shalafi@xs4all.nl
+
+    Version 1.0.001 - 4-10-2004
+
+    - Added support for 16, 24 and 32 bit textures;
+    - Added support for 16, 24 and 32 bit texture rendering;
+
+    Version 1.0.002 - 6-10-2004
+
+    - Cleaned up a lot of code and removed non functional and obsolete code;
+    - Removed sdlemu_resize_texture function because of double code;
+    - Removed the texture creation from the sdlemu_init_opengl;
+    - Added sdlemu_create_texture function to replace the sdlemu_resize_texture function
+      and the texture creation in sdlemu_init_opengl;
+    - Added the usage of OPENGL_16BPP_CORRECT_RGBA for activating the correct 16bpp RGBA masks;
+    - Added the usage of WANT_OPENGL_ALPHA for using ALPHA blending with 32bpp textures;
+    - Added automatic and override texture bpp depth setting (based upon the src surface);
+
+*/
+
 #include "sdlemu_opengl.h"
 
+// We want alpha on our OpenGL contexts...!
+// Or do we? Seems to kill performance on X...
+// Or does it? Could it be bad blitter performance?
+#define WANT_OPENGL_ALPHA
+
 static SDL_Surface *texture      = 0;
 static GLuint       texid        = 0;
 static GLfloat      texcoord[4];
 static unsigned int glFilter;
+static unsigned int texturebpp  = 0; // 16, 24 or 32 bpp
+
+static SDL_Surface * overlay = 0;
+static GLuint overlayID = 0;
+static GLfloat overlayCoord[4];
+void sdlemu_create_overlay(SDL_Surface * dst, int src_bpp);
+
+static int showOverlay = 0;
 
 static inline int power_of_two(int input)
 {
@@ -34,15 +69,13 @@ static inline int power_of_two(int input)
        return value;
 }
 
-void sdlemu_init_opengl(SDL_Surface * src, int texturetype, float size, int filter)
+void sdlemu_init_opengl(SDL_Surface * src, SDL_Surface * dst, int texturetype, int filter, int src_bpp)
 {
-       int w, h;
-
        printf("\nOpenGL driver information :\n");
        printf("\n");
-       printf("Vendor:            %s\n", glGetString(GL_VENDOR));
-       printf("Renderer:          %s\n", glGetString(GL_RENDERER));
-       printf("Version:           %s\n", glGetString(GL_VERSION));
+       printf("Vendor:             %s\n", glGetString(GL_VENDOR));
+       printf("Renderer:           %s\n", glGetString(GL_RENDERER));
+       printf("Version:            %s\n", glGetString(GL_VERSION));
        printf("OpenGL drawmethod: ");
 
        switch (texturetype)
@@ -57,170 +90,451 @@ void sdlemu_init_opengl(SDL_Surface * src, int texturetype, float size, int filt
 
        glFilter = filter;
 
-       // Texture width/height should be power of 2
-       // So, find the largest power of two that will contain both the width and height
-       w = power_of_two(src->w);
-       h = power_of_two(src->h);
-
-       // create texture surface
-       texture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
-       #if SDL_BYTEORDER == SDL_LIL_ENDIAN 
-               0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
-       #else
-               0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
-       #endif
-
-       // setup 2D gl environment
-       glPushAttrib(GL_ENABLE_BIT);
-       glDisable(GL_DEPTH_TEST);
-       glDisable(GL_CULL_FACE);
-       glEnable(GL_TEXTURE_2D);
-
-       glViewport(0, 0, src->w * size, src->h * size);
-
-       glMatrixMode(GL_PROJECTION);
-       glPushMatrix();
-       glLoadIdentity();
-
-       glOrtho(0.0, (GLdouble)(src->w * size), (GLdouble)(src->h * size), 0.0, 0.0, 1.0);
-       glMatrixMode(GL_MODELVIEW);
-       glPushMatrix();
-       glLoadIdentity();
-
-       // texture coordinates
-       texcoord[0] = 0.0f;
-       texcoord[1] = 0.0f;
-       texcoord[2] = (GLfloat)(src->w) / texture->w;
-       texcoord[3] = (GLfloat)(src->h) / texture->h;
-
-       // create an RGBA texture for the texture surface
-       glGenTextures(1, &texid);
-       glBindTexture(GL_TEXTURE_2D, texid);
-       
-       if (glFilter)
-       {
-       printf("OpenGL filters: enabled\n");
-          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       }
-       else
-       {
-       printf("OpenGL filters: disabled\n");
-          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, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
+       // Let us create the texture information :
+       sdlemu_create_texture(src, dst, filter, src_bpp);
+       sdlemu_create_overlay(dst, src_bpp);
 }
 
 void sdlemu_draw_texture(SDL_Surface * dst, SDL_Surface * src, int texturetype)
 {
+/*
+       This is needed when we want to render OpenGL textures with the Alpha mask set.
+       Be warned! This only works with the bpp of texture en *src set to 32.
+*/
+#ifdef WANT_OPENGL_ALPHA
+       Uint32 saved_flags;
+       Uint8  saved_alpha;
+
+       /* Save the alpha blending attributes */
+       saved_flags = src->flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
+       saved_alpha = src->format->alpha;
+       if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
+               SDL_SetAlpha(src, 0, 0);
+       }
+
+       // Blit the src display to the texture.
+       SDL_BlitSurface(src, NULL, texture, NULL);
 
-       // convert color-indexed surface to RGB texture
+       /* Restore the alpha blending attributes */
+       if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
+               SDL_SetAlpha(src, saved_flags, saved_alpha);
+       }
+#else
        SDL_BlitSurface(src, NULL, texture, NULL);
+#endif
+//     SDL_BlitSurface(src, NULL, overlay, NULL);
+/*Uint32 * pix = (Uint32 *)overlay->pixels;
+Uint32 y,x;
+for(y=10; y<200; y++)
+for(x=30; x<250; x++)
+pix[x+(y*1024)] = 0x800000FF;//*/
+
+glBlendFunc(GL_ONE, GL_ZERO);
+glBindTexture(GL_TEXTURE_2D, texid);
+       // Texturemap complete texture to surface so we have free scaling
+       // and antialiasing
+       switch (texturebpp)
+       {
+       case 16:
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h,
+                       GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture->pixels);
+               break;
+       case 24:
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h,
+                       GL_RGB, GL_UNSIGNED_BYTE, texture->pixels);
+               break;
+       case 32:
+       default:
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h,
+                       GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
+               break;
+       }
 
-       // Texturemap complete texture to surface so we have free scaling 
-       // and antialiasing 
-       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h,
-               GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
-       
+       // Render the texture to the screen using OpenGL!
        switch (texturetype)
        {
        case 1:
-        glBegin(GL_QUADS);
-                glTexCoord2f(texcoord[0], texcoord[1]);
-                glVertex2f(0, 0);
-                glTexCoord2f(texcoord[2], texcoord[1]);
-                glVertex2f(dst->w , 0);
-                glTexCoord2f(texcoord[2], texcoord[3]);
-                glVertex2f(dst->w , dst->h );
-                glTexCoord2f(texcoord[0], texcoord[3]);
-                glVertex2f(0, dst->h );
-        glEnd();      
+               glBegin(GL_QUADS);
+                       glTexCoord2f(texcoord[0], texcoord[1]);
+                       glVertex2f(0, 0);
+                       glTexCoord2f(texcoord[2], texcoord[1]);
+                       glVertex2f(dst->w, 0);
+                       glTexCoord2f(texcoord[2], texcoord[3]);
+                       glVertex2f(dst->w, dst->h);
+                       glTexCoord2f(texcoord[0], texcoord[3]);
+                       glVertex2f(0, dst->h);
+               glEnd();
 
        default:
                glBegin(GL_TRIANGLE_STRIP);
-                               glTexCoord2f(texcoord[0], texcoord[1]); glVertex3i(0, 0, 0);
-                               glTexCoord2f(texcoord[2], texcoord[1]); glVertex3i(dst->w, 0, 0);
-                               glTexCoord2f(texcoord[0], texcoord[3]); glVertex3i(0, dst->h, 0);
-                               glTexCoord2f(texcoord[2], texcoord[3]); glVertex3i(dst->w, dst->h, 0);
+                       glTexCoord2f(texcoord[0], texcoord[1]); glVertex3i(0, 0, 0);
+                       glTexCoord2f(texcoord[2], texcoord[1]); glVertex3i(dst->w, 0, 0);
+                       glTexCoord2f(texcoord[0], texcoord[3]); glVertex3i(0, dst->h, 0);
+                       glTexCoord2f(texcoord[2], texcoord[3]); glVertex3i(dst->w, dst->h, 0);
+               glEnd();
+       }//*/
+
+       if (showOverlay)
+       {
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               glBindTexture(GL_TEXTURE_2D, overlayID);
+               glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, overlay->w, overlay->h, GL_RGBA, GL_UNSIGNED_BYTE, overlay->pixels);
+               glBegin(GL_QUADS);
+                       glTexCoord2f(overlayCoord[0], overlayCoord[1]);
+                       glVertex2f(0, 0);
+                       glTexCoord2f(overlayCoord[2], overlayCoord[1]);
+                       glVertex2f(dst->w, 0);
+                       glTexCoord2f(overlayCoord[2], overlayCoord[3]);
+                       glVertex2f(dst->w, dst->h);
+                       glTexCoord2f(overlayCoord[0], overlayCoord[3]);
+                       glVertex2f(0, dst->h);
                glEnd();
        }
 
-       SDL_GL_SwapBuffers();    
+//Do some OpenGL stuff here...
+//Doesn't work...
+/*unsigned long int map[25] = {
+       0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
+       0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
+       0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
+       0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
+       0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
+};
+glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+glRasterPos2i(10, 10);
+glDrawPixels(5, 5, GL_RGBA, GL_UNSIGNED_INT, map);//*/
+
+//  glFlush();
+       SDL_GL_SwapBuffers();
+//     glFinish();
+
 }
 
 void sdlemu_close_opengl(void)
 {
        if (texture)
                SDL_FreeSurface(texture);
-}
 
+       if (overlay)
+               SDL_FreeSurface(overlay);
+}
 
-//
-// Resize the texture
-// This should honor the glFilter flag that is passed in to the initialization code,
-// but, at the moment, it doesn't...
-// Now it does...!
-//
-void sdlemu_resize_texture(SDL_Surface * src, SDL_Surface * dst, int filter)
+void sdlemu_create_overlay(SDL_Surface * dst, int src_bpp)
 {
-       // Texture width/height should be power of 2
+    // Local variables.
+       Uint32 rmask, gmask, bmask, amask; // Needed for creating RGBA masks.
+
+       // Delete old texture (if allocated). Useful when there is a screen resize.
+       if (overlay)
+               SDL_FreeSurface(overlay);
+
+       // Texture width/height should be power of 2 of the SDL_Surface *src when using OpenGL.
        // So, find the largest power of two that will contain both the width and height
-       int w = power_of_two(src->w), h = power_of_two(src->h);
+       int w = power_of_two(dst->w);
+       int h = power_of_two(dst->h);
+
+       printf("OpenGL - Overlay size : %d x %d\n", w, h);
+
+       // Setting bpp based upon src_bpp.
+       int bpp = src_bpp;
 
-       // Delete old texture (if allocated)
+       // We allow the developer to set its own texture bpp. But if the value is NULL or
+       // not equal to 16, 24 or 32, we make the texturebpp the same as the BPP from src.
+       if (bpp == 16 || bpp == 24 || bpp == 32)
+               texturebpp = bpp;
+       else
+               texturebpp = dst->format->BitsPerPixel;
+
+       printf("OpenGL - Overlay depth : %d bpp\n", texturebpp);
+
+       // Now were are going to create a SDL_Surface named texture. This will be our surface
+       // which will function as a buffer between the SDL_Surface *src and SDL_Surface *dst.
+       // This buffer is needed because we need to convert the SDL_Surface *src to an OpenGL
+       // texture with a depth of 16, 24 or 32 bpp, before we can blit the pixels to *dst
+       // using OpenGL.
+       //
+       // NOTE: Seems the byte order here *is* important!
+       switch (texturebpp)
+       {
+       case 16: // *src has depth of 16 bpp
+/*
+       According to information on the SDL mailinglist and on internet, the following
+       rgba masks should be the ones to use. But somehow the screen gets f*cked up and
+       the RGB colours are incorrect (at least in Virtual Jaguar/SDL).
+
+       Compile with -DOPENGL_16BPP_CORRECT_RGBA to use this RGBA values.
+*/
+#ifdef OPENGL_16BPP_CORRECT_RGBA
+               rmask = 0x7C00;
+               gmask = 0x03E0;
+               bmask = 0x001F;
+               amask = 0x0000;
+#else
+               rmask = 0x0000;
+               gmask = 0x0000;
+               bmask = 0x0000;
+               amask = 0x0000;
+#endif
+               break;
+       case 24: // *src has depth of 24 bpp
+       #if SDL_BYTEORDER == SDL_BIG_ENDIAN
+               rmask = 0x00FF0000;
+               gmask = 0x0000FF00;
+               bmask = 0x000000FF;
+               amask = 0x00000000; // IMPORTANT! 24 bpp doesn't use Alpha (at least in our case).
+       #else
+               rmask = 0x000000FF;
+               gmask = 0x0000FF00;
+               bmask = 0x00FF0000;
+               amask = 0x00000000; // IMPORTANT! 24 bpp doesn't use Alpha (at least in our case).
+       #endif
+               break;
+       case 32: //*src has depth of 32 bpp
+       default: //which is also the default.
+       #if SDL_BYTEORDER == SDL_BIG_ENDIAN
+               rmask = 0xFF000000;
+               gmask = 0x00FF0000;
+               bmask = 0x0000FF00;
+               amask = 0x000000FF;
+       #else
+               rmask = 0x000000FF;
+               gmask = 0x0000FF00;
+               bmask = 0x00FF0000;
+               amask = 0xFF000000;
+       #endif
+               break;
+       }
+
+       // Creating SDL_Surface texture based upon the above settings.
+       overlay = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, texturebpp, rmask, gmask, bmask, amask);
+
+       // Setting up the texture coordinates.
+       overlayCoord[0] = 0.0f;
+       overlayCoord[1] = 0.0f;
+       overlayCoord[2] = (GLfloat)(dst->w) / overlay->w;
+       overlayCoord[3] = (GLfloat)(dst->h) / overlay->h;
+
+       // create a RGB(A) texture for the texture surface
+       glGenTextures(1, &overlayID);
+       glBindTexture(GL_TEXTURE_2D, overlayID);
+
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+       // Setting texture mode.
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+
+       // Generate the texture using the above information.
+       switch (texturebpp)
+       {
+       case 16:
+               // Normal 16bpp depth based textures consist out of GL_RGB5 and doesn't have support for Alpha channels.
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, overlay->w, overlay->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+               break;
+       case 24:
+               // The 24bpp depth based textures consist out of GL_RGB8 and doesn't have support for Alpha channels.
+               //
+               // IMPORTANT : If you don't use Alpha. Use textures with a depth of 16bpp.
+               //             If you use Alpha. Use textures with a depth of 32bpp.
+               //             24bpp textures are SLOW and avoid them at all costs!
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, overlay->w, overlay->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+               break;
+       case 32:
+       default:
+               // The 32bpp depth based textures consist out of GL_RGBA8 and has support for Alpha channels.
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, overlay->w, overlay->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+               break;
+       }
+}
+
+void * sdlemuGetOverlayPixels(void)
+{
+       return overlay->pixels;
+}
+
+Uint32 sdlemuGetOverlayWidthInPixels(void)
+{
+       return overlay->pitch / 4;
+}
+
+void sdlemuEnableOverlay(void)
+{
+       showOverlay = 1;
+}
+
+void sdlemuDisableOverlay(void)
+{
+       showOverlay = 0;
+}
+
+void sdlemu_create_texture(SDL_Surface * src, SDL_Surface * dst, int filter, int src_bpp)
+{
+    // Local variables.
+       int w , h;                         // w and h contain the width and height of the OpenGL texture.
+       Uint32 rmask, gmask, bmask, amask; // Needed for creating RGBA masks.
+       int bpp;
+
+       // Delete old texture (if allocated). Useful when there is a screen resize.
        if (texture)
                SDL_FreeSurface(texture);
 
-       // create texture surface
-//NOTE: Seems the byte order here *is* important! (Perhaps only for 32 BPP?)
-       texture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
-       #if SDL_BYTEORDER == SDL_LIL_ENDIAN 
-               0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
+       // Texture width/height should be power of 2 of the SDL_Surface *src when using OpenGL.
+       // So, find the largest power of two that will contain both the width and height
+       w = power_of_two(src->w);
+       h = power_of_two(src->h);
+
+       printf("OpenGL - Texture size : %d x %d\n", w, h);
+
+       // Setting bpp based upon src_bpp.
+       bpp = src_bpp;
+
+       // We allow the developer to set its own texture bpp. But if the value is NULL or
+       // not equal to 16, 24 or 32, we make the texturebpp the same as the BPP from src.
+       if (bpp == 16 || bpp == 24 || bpp == 32)
+               texturebpp = bpp;
+       else
+               texturebpp = src->format->BitsPerPixel;
+
+       printf("OpenGL - Texture depth : %d bpp\n", texturebpp);
+
+       // Now were are going to create a SDL_Surface named texture. This will be our surface
+       // which will function as a buffer between the SDL_Surface *src and SDL_Surface *dst.
+       // This buffer is needed because we need to convert the SDL_Surface *src to an OpenGL
+       // texture with a depth of 16, 24 or 32 bpp, before we can blit the pixels to *dst
+       // using OpenGL.
+       //
+       // NOTE: Seems the byte order here *is* important!
+       switch (texturebpp)
+       {
+       case 16: // *src has depth of 16 bpp
+/*
+       According to information on the SDL mailinglist and on internet, the following
+       rgba masks should be the ones to use. But somehow the screen gets f*cked up and
+       the RGB colours are incorrect (at least in Virtual Jaguar/SDL).
+
+       Compile with -DOPENGL_16BPP_CORRECT_RGBA to use this RGBA values.
+*/
+#ifdef OPENGL_16BPP_CORRECT_RGBA
+               rmask = 0x7C00;
+               gmask = 0x03E0;
+               bmask = 0x001F;
+               amask = 0x0000;
+#else
+               rmask = 0x0000;
+               gmask = 0x0000;
+               bmask = 0x0000;
+               amask = 0x0000;
+#endif
+               break;
+       case 24: // *src has depth of 24 bpp
+       #if SDL_BYTEORDER == SDL_BIG_ENDIAN
+               rmask = 0x00FF0000;
+               gmask = 0x0000FF00;
+               bmask = 0x000000FF;
+               amask = 0x00000000; // IMPORTANT! 24 bpp doesn't use Alpha (at least in our case).
+       #else
+               rmask = 0x000000FF;
+               gmask = 0x0000FF00;
+               bmask = 0x00FF0000;
+               amask = 0x00000000; // IMPORTANT! 24 bpp doesn't use Alpha (at least in our case).
+       #endif
+               break;
+       case 32: //*src has depth of 32 bpp
+       default: //which is also the default.
+       #if SDL_BYTEORDER == SDL_BIG_ENDIAN
+               rmask = 0xFF000000;
+               gmask = 0x00FF0000;
+               bmask = 0x0000FF00;
+               amask = 0x000000FF;
        #else
-               0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
+               rmask = 0x000000FF;
+               gmask = 0x0000FF00;
+               bmask = 0x00FF0000;
+               amask = 0xFF000000;
        #endif
+               break;
+       }
 
-       // setup 2D gl environment
-       glPushAttrib(GL_ENABLE_BIT);
-       glDisable(GL_DEPTH_TEST);
+       // Creating SDL_Surface texture based upon the above settings.
+       texture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, texturebpp, rmask, gmask, bmask, amask);
+
+       // Setting up OpenGL
+       glDisable(GL_FOG);
+       glDisable(GL_LIGHTING);
        glDisable(GL_CULL_FACE);
+       glDisable(GL_DEPTH_TEST);
+//     glDisable(GL_BLEND);
+       glEnable(GL_BLEND);
+       glDisable(GL_NORMALIZE);
+       glDisable(GL_ALPHA_TEST);
        glEnable(GL_TEXTURE_2D);
+//     glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+//     glBlendFunc(GL_ONE, GL_SRC_ALPHA);
+//This works, but in a wrong way...
+//     glBlendFunc(GL_ONE, GL_ONE);
 
+       // Definitely needed for screen resolution larger then the *src.
+       // This way we can have automatic scaling functionality.
        glViewport(0, 0, dst->w, dst->h);
-
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
-
        glOrtho(0.0, (GLdouble)dst->w, (GLdouble)dst->h, 0.0, 0.0, 1.0);
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();
 
-       // texture coordinates
-       texcoord[0] = 0.0f, texcoord[1] = 0.0f,
-       texcoord[2] = (GLfloat)(src->w) / texture->w,
+       // Setting up the texture coordinates.
+       texcoord[0] = 0.0f;
+       texcoord[1] = 0.0f;
+       texcoord[2] = (GLfloat)(src->w) / texture->w;
        texcoord[3] = (GLfloat)(src->h) / texture->h;
 
-       // create an RGBA texture for the texture surface
+       // create a RGB(A) texture for the texture surface
        glGenTextures(1, &texid);
        glBindTexture(GL_TEXTURE_2D, texid);
-       
-//     if (glFilter)
+
+       // Setting up the OpenGL Filters. These filters are important when we/you
+       // want to scale the texture.
        if (filter)
        {
-       printf("OpenGL filters: enabled\n");
-          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+               // Textures are rendered in best quality.
+               printf("OpenGL filters: enabled\n");
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        }
        else
        {
-       printf("OpenGL filters: disabled\n");
-          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-          glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    }
+               // Textures are rendered in normal quality.
+               printf("OpenGL filters: disabled\n");
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+       }
+
+       // Setting texture mode.
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
 
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels);
+       // Generate the texture using the above information.
+       switch (texturebpp)
+       {
+       case 16:
+               // Normal 16bpp depth based textures consist out of GL_RGB5 and doesn't have support for Alpha channels.
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+               break;
+       case 24:
+               // The 24bpp depth based textures consist out of GL_RGB8 and doesn't have support for Alpha channels.
+               //
+               // IMPORTANT : If you don't use Alpha. Use textures with a depth of 16bpp.
+               //             If you use Alpha. Use textures with a depth of 32bpp.
+               //             24bpp textures are SLOW and avoid them at all costs!
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+               break;
+       case 32:
+       default:
+               // The 32bpp depth based textures consist out of GL_RGBA8 and has support for Alpha channels.
+               glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+               break;
+       }
 }