} layer_t;
static layer_t layers[] = {
- [LAYER_TOPO] = { "Topo", "Overlays/" "Topo/" "Short/" "%s_Topo_Short.jpg", TRUE, 1, 0 },
- [LAYER_COUNTY] = { "Counties", "Overlays/" "County/" "Short/" "%s_County_Short.gif", TRUE, 3, 0 },
- [LAYER_RIVERS] = { "Rivers", "Overlays/" "Rivers/" "Short/" "%s_Rivers_Short.gif", FALSE, 4, 0 },
- [LAYER_HIGHWAYS] = { "Highways", "Overlays/" "Highways/" "Short/" "%s_Highways_Short.gif", TRUE, 5, 0 },
- [LAYER_CITY] = { "Cities", "Overlays/" "Cities/" "Short/" "%s_City_Short.gif", TRUE, 6, 0 },
+ [LAYER_TOPO] = {"Topo", "Overlays/Topo/Short/%s_Topo_Short.jpg", TRUE, 1, 0},
+ [LAYER_COUNTY] = {"Counties", "Overlays/County/Short/%s_County_Short.gif", TRUE, 3, 0},
+ [LAYER_RIVERS] = {"Rivers", "Overlays/Rivers/Short/%s_Rivers_Short.gif", FALSE, 4, 0},
+ [LAYER_HIGHWAYS] = {"Highways", "Overlays/Highways/Short/%s_Highways_Short.gif", FALSE, 5, 0},
+ [LAYER_CITY] = {"Cities", "Overlays/Cities/Short/%s_City_Short.gif", TRUE, 6, 0},
};
static AWeatherGui *gui = NULL;
* \param filename Path to the image file
* \return The OpenGL identifier for the texture
*/
-void load_texture(gchar *filename, gpointer _layer)
+void load_texture(gchar *filename, gboolean updated, gpointer _layer)
{
layer_t *layer = _layer;
aweather_gui_gl_begin(gui);
int format = gdk_pixbuf_get_has_alpha(pixbuf) ? GL_RGBA : GL_RGB;
/* Create Texture */
+ glDeleteTextures(1, &layer->tex);
glGenTextures(1, &layer->tex);
glBindTexture(GL_TEXTURE_2D, layer->tex); // 2d texture (x and y size)
aweather_gui_gl_end(gui);
+ g_object_unref(pixbuf);
+
/* Redraw */
gtk_widget_queue_draw(aweather_gui_get_widget(gui, "drawing"));
}
for (int i = 0; i < LAYER_COUNT; i++) {
gchar *base = "http://radar.weather.gov/ridge/";
gchar *path = g_strdup_printf(layers[i].fmt, site);
- cache_file(base, path, load_texture, &layers[i]);
+ cache_file(base, path, AWEATHER_NEVER, load_texture, &layers[i]);
g_free(path);
}
}
continue;
glBindTexture(GL_TEXTURE_2D, layers[i].tex);
glBegin(GL_POLYGON);
- glTexCoord2f(0.0, 0.0); glVertex3f(250*1000*-1.0, 250*1000* 1.0, layers[i].z);
- glTexCoord2f(0.0, 1.0); glVertex3f(250*1000*-1.0, 250*1000*-1.0, layers[i].z);
- glTexCoord2f(1.0, 1.0); glVertex3f(250*1000* 1.0, 250*1000*-1.0, layers[i].z);
- glTexCoord2f(1.0, 0.0); glVertex3f(250*1000* 1.0, 250*1000* 1.0, layers[i].z);
+ glTexCoord2f(0.0, 0.0); glVertex3f(240*1000*-1.0, 282*1000* 1.0, layers[i].z);
+ glTexCoord2f(0.0, 1.0); glVertex3f(240*1000*-1.0, 282*1000*-1.0, layers[i].z);
+ glTexCoord2f(1.0, 1.0); glVertex3f(240*1000* 1.0, 282*1000*-1.0, layers[i].z);
+ glTexCoord2f(1.0, 0.0); glVertex3f(240*1000* 1.0, 282*1000* 1.0, layers[i].z);
glEnd();
}