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fixed Sphere display with eyedistance

This commit is contained in:
Zeno Rogue 2017-11-07 03:27:53 +01:00
parent d007580967
commit 441e328e4b

View File

@ -314,6 +314,19 @@ void gldraw(int useV, const transmatrix& V, int ps, int pq, int col, int outline
glMultMatrixf(mat);
}
if(useV == 3) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
GLfloat mat[16] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 0,
0, 0, vid.scrdist, 1
};
mat[8] += ed * vid.eye;
glMultMatrixf(mat);
}
if(draw) {
glEnable(GL_STENCIL_TEST);
@ -435,9 +448,10 @@ void drawpolyline(polytodraw& p) {
#if CAP_GL
if(vid.usingGL) {
if(pmodel == 0) for(int i=0; i<qglcoords; i++) glcoords[i][2] = vid.scrdist;
// if(pmodel == 0) for(int i=0; i<qglcoords; i++) glcoords[i][2] = vid.scrdist;
activateGlcoords();
gldraw(2, Id, 0, qglcoords, p.col, pp.outline, poly_flags);
gldraw(3, Id, 0, qglcoords, p.col, pp.outline, poly_flags);
return;
}
#endif
@ -673,7 +687,7 @@ void drawqueue() {
spherespecial = 0;
// on the sphere, parts on the back are drawn first
if(sphere && !vid.eye && pmodel == 0) {
if(sphere && pmodel == 0) {
spherespecial = vid.alphax > 1 ? 1 : -1;
#ifndef STLSORT
for(int p: {PPR_REDWALLs, PPR_REDWALLs2, PPR_REDWALLs3, PPR_WALL3s,