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3D:: fixed how elliptic geometry works

This commit is contained in:
Zeno Rogue
2019-05-15 10:22:13 +02:00
parent 6e92cba9fe
commit 3e7b29a188
3 changed files with 10 additions and 9 deletions

View File

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