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shaderside projection
This commit is contained in:
6
rug.cpp
6
rug.cpp
@@ -1235,7 +1235,7 @@ void prepareTexture() {
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glbuf->enable();
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stereo::set_viewport(0);
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stereo::set_projection(0);
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stereo::set_projection(0, true);
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stereo::set_mask(0);
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glbuf->clear(0);
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@@ -1283,7 +1283,7 @@ void drawRugScene() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_BLEND);
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glhr::switch_mode(glhr::gmLightFog);
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glhr::switch_mode(glhr::gmLightFog, glhr::shader_projection::standard);
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glhr::set_depthtest(true);
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glDepthFunc(invert_depth ? GL_GREATER : GL_LESS);
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@@ -1351,7 +1351,7 @@ void drawRugScene() {
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glEnable(GL_BLEND);
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stereo::set_mask(0), stereo::set_viewport(0);
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stereo::set_projection(0);
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stereo::set_projection(0, true);
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if(rug_failure) {
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rug::close();
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