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fixes to projection streamlining

This commit is contained in:
Zeno Rogue
2019-04-29 03:37:27 +02:00
parent be2ac7654a
commit c19ffb3597
6 changed files with 8 additions and 7 deletions

View File

@@ -191,9 +191,6 @@ void glflush() {
glhr::color2(text_color);
glhr::set_depthtest(false);
for(int ed = (current_display->stereo_active() && text_shift)?-1:0; ed<2; ed+=2) {
if(vid.scale < 0)
glhr::set_modelview(glhr::translate(-ed*text_shift-current_display->xcenter,-current_display->ycenter, current_display->scrdist_text) * glhr::scale(-1,-1,-1));
else
glhr::set_modelview(glhr::translate(-ed*text_shift-current_display->xcenter,-current_display->ycenter, current_display->scrdist_text));
current_display->set_mask(ed);
@@ -1035,7 +1032,7 @@ void dqi_poly::draw() {
} */
#if CAP_GL
if(vid.usingGL && shaderside_projection) {
if(vid.usingGL && (current_display->set_all(global_projection), shaderside_projection)) {
glLineWidth(get_width(this));
flags &= ~POLY_INVERSE;
gldraw();
@@ -1521,7 +1518,7 @@ void draw_main() {
void drawqueue() {
callhooks(hook_drawqueue);
reset_projection(); current_display->set_all(0);
reset_projection();
// reset_projection() is not sufficient here, because we need to know shaderside_projection
#if CAP_GL