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redesigned shader system

This commit is contained in:
Zeno Rogue
2019-10-21 22:34:20 +02:00
parent 7babf20ef4
commit 09fcd14aa7
13 changed files with 1310 additions and 1359 deletions

View File

@@ -3076,9 +3076,9 @@ void drawaura() {
}
}
glflush();
dynamicval<eModel> p(pmodel, GDIM == 2 && pmodel == mdDisk ? mdDisk : mdUnchanged);
current_display->next_shader_flags = GF_VARCOLOR;
dynamicval<eModel> m(pmodel, mdPixel);
current_display->set_all(0);
glhr::switch_mode(glhr::gmVarColored, glhr::shader_projection::standard);
glhr::id_modelview();
glhr::prepare(auravertices);
glhr::set_depthtest(false);
@@ -4898,7 +4898,7 @@ void dqi_sky::draw() {
for(int ed = current_display->stereo_active() ? -1 : 0; ed<2; ed+=2) {
if(global_projection && global_projection != ed) continue;
glhr::switch_mode(glhr::gmVarColored, glhr::new_shader_projection);
current_display->next_shader_flags = GF_VARCOLOR;
current_display->set_all(ed);
if(global_projection)
glhr::projection_multiply(glhr::tmtogl(xpush(-vid.ipd * global_projection/2)));
@@ -7641,11 +7641,6 @@ EX void calcparam() {
cd->tanfov = tan(vid.fov * degree / 2);
if(pmodel)
cd->scrdist = vid.xres / 2 / cd->tanfov;
else
cd->scrdist = cd->radius;
callhooks(hooks_calcparam);
reset_projection();
}