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glhr:: shader-side band now ignores depth

This commit is contained in:
Zeno Rogue
2018-11-18 17:27:27 +01:00
parent 8e2727882e
commit 50a86d1e88
6 changed files with 23 additions and 5 deletions

View File

@@ -204,10 +204,12 @@ void display_data::set_projection(int ed, bool apply_models) {
shaderside_projection = false;
glhr::new_shader_projection = glhr::shader_projection::standard;
if(pmodel == mdDisk && !spherespecial && !(hyperbolic && vid.alpha <= -1))
shaderside_projection = true;
if(pmodel == mdBand && hyperbolic && apply_models && !inHighQual)
shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
if(vid.consider_shader_projection) {
if(pmodel == mdDisk && !spherespecial && !(hyperbolic && vid.alpha <= -1))
shaderside_projection = true;
if(pmodel == mdBand && hyperbolic && apply_models && !inHighQual)
shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
}
start_projection(ed, shaderside_projection);