rendered paste body VertexCoords.clear();
ColorCoords.clear();
// Iterate over the visible part of the minimap and display it.
for(temp_x = MinimapMinPosX; temp_x <= MinimapMaxPosX; temp_x++)
{
for(temp_y = MinimapMinPosY; temp_y <= MinimapMaxPosY; temp_y++)
{
RealX = temp_x % iMapWidth;
while(RealX < 0) RealX += iMapWidth;
RealY = temp_y % iMapHeight;
while(RealY < 0) RealY += iMapHeight;
if(Map.iMap[iLevel][RealX][RealY])
{
tile_x = minimap_x + ((minimap_width / 2) - Player1.X) * 4 + temp_x * 4;
tile_y = minimap_y + ((minimap_width / 2) - Player1.Y) * 4 + temp_y * 4;
/*
if(Map.iMap[iLevel][RealX][RealY] == iTileInpassable)
{
if(Map.iMapLight[iLevel][RealX][RealY] > 0) { ColorCoords.push_back(0.75f); ColorCoords.push_back(0.5f); ColorCoords.push_back(0.25f); }
if(Map.iMapLight[iLevel][RealX][RealY] == 0) { ColorCoords.push_back(0.0f); ColorCoords.push_back(0.0f); ColorCoords.push_back(0.0f); }
if(Map.iMapLight[iLevel][RealX][RealY] < 0) { ColorCoords.push_back(0.5f); ColorCoords.push_back(0.25f); ColorCoords.push_back(0.0f); }
}
if(Map.iMap[iLevel][RealX][RealY] == iTilePassable || Map.iMap[iLevel][RealX][RealY] == iTileExit)
{
if(Map.iMapLight[iLevel][RealX][RealY] > 0) { ColorCoords.push_back(0.5f); ColorCoords.push_back(0.75f); ColorCoords.push_back(0.25f); }
if(Map.iMapLight[iLevel][RealX][RealY] == 0) { ColorCoords.push_back(0.0f); ColorCoords.push_back(0.0f); ColorCoords.push_back(0.0f); }
if(Map.iMapLight[iLevel][RealX][RealY] < 0) { ColorCoords.push_back(0.25f); ColorCoords.push_back(0.5f); ColorCoords.push_back(0.0f); }
}
*/
ColorCoords.push_back(1.0f);
ColorCoords.push_back(1.0f);
ColorCoords.push_back(1.0f);
VertexCoords.push_back(tile_x);
VertexCoords.push_back(tile_y);
VertexCoords.push_back(tile_x);
VertexCoords.push_back(tile_y + 4);
VertexCoords.push_back(tile_x + 4);
VertexCoords.push_back(tile_y + 4);
VertexCoords.push_back(tile_x + 4);
VertexCoords.push_back(tile_y);
//Video.DrawImage(Video.ImageName["MiniMapTile"], tile_x, tile_y);
}
}
}
// Enable vertex and color arrays (and potaentially texture arrays, later on.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Feed the arrays.
glVertexPointer(2, GL_INT, 0, &VertexCoords.at(0));
glColorPointer(3, GL_FLOAT, 0, &ColorCoords.at(0));
// Draw a number of primitives based upon currently fed arrays.
glDrawArrays(GL_QUADS, 0, 2304);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);