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shaderside projection

This commit is contained in:
Zeno Rogue
2018-11-17 17:59:57 +01:00
parent 51dea031c6
commit 680dca90c8
8 changed files with 127 additions and 52 deletions

View File

@@ -1235,7 +1235,7 @@ void prepareTexture() {
glbuf->enable();
stereo::set_viewport(0);
stereo::set_projection(0);
stereo::set_projection(0, true);
stereo::set_mask(0);
glbuf->clear(0);
@@ -1283,7 +1283,7 @@ void drawRugScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
glhr::switch_mode(glhr::gmLightFog);
glhr::switch_mode(glhr::gmLightFog, glhr::shader_projection::standard);
glhr::set_depthtest(true);
glDepthFunc(invert_depth ? GL_GREATER : GL_LESS);
@@ -1351,7 +1351,7 @@ void drawRugScene() {
glEnable(GL_BLEND);
stereo::set_mask(0), stereo::set_viewport(0);
stereo::set_projection(0);
stereo::set_projection(0, true);
if(rug_failure) {
rug::close();