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fixed drawing the sky in stereo

This commit is contained in:
Zeno Rogue 2019-06-24 14:42:43 +02:00
parent 2153f48119
commit 84df837855

View File

@ -4763,12 +4763,18 @@ void dqi_sky::draw() {
}
}
current_display->set_all(0);
glhr::switch_mode(glhr::gmVarColored, glhr::new_shader_projection);
for(auto& v: skyvertices) for(int i=0; i<3; i++) v.color[i] *= 2;
glhr::prepare(skyvertices);
glhr::set_fogbase(1.0 + 5 / sightranges[geometry]);
glDrawArrays(GL_TRIANGLES, 0, isize(skyvertices));
for(int ed = current_display->stereo_active() ? -1 : 0; ed<2; ed+=2) {
if(global_projection && global_projection != ed) continue;
glhr::switch_mode(glhr::gmVarColored, glhr::new_shader_projection);
current_display->set_all(ed);
glhr::prepare(skyvertices);
glhr::set_fogbase(1.0 + 5 / sightranges[geometry]);
glhr::set_depthtest(model_needs_depth() && prio < PPR::SUPERLINE);
glhr::set_depthwrite(model_needs_depth() && prio != PPR::TRANSPARENT_SHADOW && prio != PPR::EUCLIDEAN_SKY);
glDrawArrays(GL_TRIANGLES, 0, isize(skyvertices));
}
}
color_t skycolor(cell *c) {