diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 345f11232604bd161208a4f3f0d92e32b7c75982..5bceb41af2105b7821b43663e12a8930b1cbe518 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
SysUtils, Classes,
MAPDEF,
g_basic, g_player, e_graphics, g_res_downloader,
- g_sound, g_gui, utils, md5, mempool, xprofiler;
+ g_sound, g_gui, utils, md5, mempool, xprofiler,
+ g_touch;
type
TGameSettings = record
implementation
uses
+{$IFDEF USE_NANOGL}
+ nanoGL,
+{$ELSE}
+ GL, GLExt,
+{$ENDIF}
e_texture, g_textures, g_main, g_window, g_menu,
e_input, e_log, g_console, g_items, g_map, g_panel,
g_playermodel, g_gfx, g_options, g_weapons, Math,
g_triggers, g_monsters, e_sound, CONFIG,
g_language, g_net,
- ENet, e_msg, g_netmsg, g_netmaster, GL, GLExt,
+ ENet, e_msg, g_netmsg, g_netmaster,
sfs, wadreader, g_holmes;
* glBlendFunc(GL_DST_ALPHA, GL_ONE);
* draw all geometry up to and including walls (with alpha-testing, probably) -- this does lighting
*)
-
wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0);
if wassc then glGetIntegerv(GL_SCISSOR_BOX, @scxywh[0]) else glGetIntegerv(GL_VIEWPORT, @scxywh[0]);
if gGameOn then drawProfilers();
g_Holmes_DrawUI();
+
+ g_Touch_Draw;
end;
procedure g_Game_Quit();