From 5fed2d84eebe697c9118d4f556978b0722212149 Mon Sep 17 00:00:00 2001 From: Zeno Rogue Date: Wed, 15 May 2019 14:43:09 +0200 Subject: [PATCH] correct transparent wall ordering in S^3 [untested] --- polygons.cpp | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/polygons.cpp b/polygons.cpp index b1b80ddc..286b7a3c 100644 --- a/polygons.cpp +++ b/polygons.cpp @@ -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(); } }