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correct transparent wall ordering in S^3 [untested]

This commit is contained in:
Zeno Rogue 2019-05-15 14:43:09 +02:00
parent 923d94e463
commit 5fed2d84ee

View File

@ -1507,6 +1507,11 @@ void draw_backside() {
extern bool lshiftclick, lctrlclick;
void reverse_transparent_walls() {
int pt = int(PPR::TRANSPARENT_WALL);
reverse(&ptds[qp0[pt]], &ptds[qp[pt]]);
}
void draw_main() {
if(sphere && DIM == 3 && pmodel == mdPerspective) {
for(int p: {1, 0, 2, 3}) {
@ -1527,6 +1532,7 @@ void draw_main() {
glClearDepth(0.0f);
#endif
glDepthFunc(GL_GEQUAL);
reverse_transparent_walls();
}
glClear(GL_DEPTH_BUFFER_BIT);
glhr::be_nontextured();
@ -1538,6 +1544,7 @@ void draw_main() {
reset_projection();
for(auto& ptd: ptds) ptd->draw();
}
if(p == 1 || p == 2) reverse_transparent_walls();
// glflush();
}
}