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	fixed glDepthMask and thus shadows
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		| @@ -411,6 +411,9 @@ void setGLProjection(color_t col) { | ||||
|    | ||||
|   GLERR("setGLProjection"); | ||||
|   reset_projection(); | ||||
|    | ||||
|   glhr::set_depthwrite(true); | ||||
|   glClear(GL_DEPTH_BUFFER_BIT); | ||||
|   } | ||||
|  | ||||
| inline int next_p2 (int a ) | ||||
|   | ||||
| @@ -788,11 +788,11 @@ void set_depthtest(bool b) { | ||||
|  | ||||
|  | ||||
| void set_depthwrite(bool b) { | ||||
|   /*if(b != current_depthwrite) { <- this does not work ask intended for some reason... | ||||
|   if(b != current_depthwrite) { // <- this does not work ask intended for some reason... | ||||
|     current_depthwrite = b; | ||||
|     if(b) glDepthMask(GL_TRUE); | ||||
|     else glDepthMask(GL_FALSE); | ||||
|     } */ | ||||
|     } | ||||
|   } | ||||
|  | ||||
| } | ||||
|   | ||||
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