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3D:: fixed how elliptic geometry works
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@@ -236,10 +236,11 @@ void display_data::set_projection(int ed) {
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardR3, pers3 = true;
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if(DIM == 3 && sphere && apply_models && pmodel == mdPerspective) {
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shaderside_projection = true; pers3 = true;
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if(spherephase == 0) glhr::new_shader_projection = glhr::shader_projection::standardS30;
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if(spherephase == 1) glhr::new_shader_projection = glhr::shader_projection::standardS31;
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if(spherephase == 2) glhr::new_shader_projection = glhr::shader_projection::standardS32;
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if(spherephase == 3) glhr::new_shader_projection = glhr::shader_projection::standardS33;
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int sp = spherephase & 3;
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if(sp == 0) glhr::new_shader_projection = glhr::shader_projection::standardS30;
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if(sp == 1) glhr::new_shader_projection = glhr::shader_projection::standardS31;
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if(sp == 2) glhr::new_shader_projection = glhr::shader_projection::standardS32;
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if(sp == 3) glhr::new_shader_projection = glhr::shader_projection::standardS33;
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}
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}
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if(pmodel == mdFlatten) shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::flatten;
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