<commit_before>using System;
using Tao.OpenGl;
using Cairo;
using System.Runtime.InteropServices;

namespace FSpot {
	public abstract class GlTransition {
		protected float percent;
		
		public GlTransition ()
		{
		}
		
		public float Percent {
			get { return percent; }
			set { percent = value; }
		}
		
		public virtual void Draw (Gdk.Rectangle viewport, Texture start, Texture end)
		{
			throw new ApplicationException ("the world has come undone");
		}
	
		public class Dissolve : GlTransition
		{
			float [] color = new float [] { 0, 0, 0, 0};

			public override void Draw (Gdk.Rectangle viewport, Texture previous, Texture next)
			{
				int units;

				for (int i = 0; i < color.Length; i++)
					color [i] = percent;

				next.Bind ();
				previous.Bind ();

				Gl.glViewport (0, 0, viewport.Width, viewport.Height);
				Gl.glMatrixMode (Gl.GL_PROJECTION);
				Gl.glLoadIdentity ();
				Glu.gluOrtho2D (0, viewport.Width, 0, viewport.Height);
				Gl.glMatrixMode (Gl.GL_MODELVIEW);
				Gl.glLoadIdentity ();
<commit_msg>Commit the version of the file I meant to commit.<commit_after>using System;
using Tao.OpenGl;
using Cairo;
using System.Runtime.InteropServices;

namespace FSpot {
	public abstract class GlTransition {
		protected float percent;
		
		public GlTransition ()
		{
		}
		
		public float Percent {
			get { return percent; }
			set { percent = value; }
		}
		
		public virtual void Draw (Gdk.Rectangle viewport, Texture start, Texture end)
		{
			throw new ApplicationException ("the world has come undone");
		}
	
		public class Dissolve : GlTransition
		{
			float [] color = new float [] { 0, 0, 0, 0};

			public override void Draw (Gdk.Rectangle viewport, Texture previous, Texture next)
			{
				int units;

				for (int i = 0; i < color.Length; i++)
					color [i] = percent;

				bool supported = GlExtensionLoader.LoadExtension ("GL_ARB_multitexture");
				System.Console.WriteLine ("MultiTexture supported = {0}", supported);
				if (!supported) {
					System.Console.WriteLine ("GL_ARB_multitexture not supported");
					return;
				}

				next.Bind ();
				previous.Bind ();

				Gl.glViewport (0, 0, viewport.Width, viewport.Height);
				Gl.glMatrixMode (Gl.GL_PROJECTION);
				Gl.glLoadIdentity ();
				Glu.gluOrtho2D (0, viewport.Width, 0, viewport.Height);
				Gl.glMatrixMode (Gl.GL_MODELVIEW);
				Gl.glLoadIdentity ();

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