16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 06:29:18 +02:00

support for vertex data streams selection, t3d model loading fixes

This commit is contained in:
tmj-fstate
2017-06-14 21:02:38 +02:00
parent d87848ef9b
commit 0d805e8ba2
7 changed files with 307 additions and 459 deletions

View File

@@ -157,7 +157,6 @@ opengl_renderer::Render() {
// frustum tests are performed in 'world space' but after we set up frustum
// we no longer need camera translation, only rotation
::glMultMatrixd( glm::value_ptr( glm::dmat4( glm::dmat3( worldcamera ))));
Render( &World.Environment );
Render( &World.Ground );
@@ -835,27 +834,8 @@ opengl_renderer::Render( TSubModel *Submodel ) {
::glDisable( GL_LIGHTING );
// main draw call
// TODO: add support for colour data draw mode
m_geometry.draw( Submodel->m_geometry );
/*
if( Global::bUseVBO ) {
// NOTE: we're doing manual switch to color vbo setup, because there doesn't seem to be any convenient way available atm
// TODO: implement easier way to go about it
::glDisableClientState( GL_NORMAL_ARRAY );
::glDisableClientState( GL_TEXTURE_COORD_ARRAY );
::glEnableClientState( GL_COLOR_ARRAY );
::glColorPointer( 3, GL_FLOAT, sizeof( basic_vertex ), static_cast<char *>( nullptr ) + 12 ); // kolory
m_geometry.draw( Submodel->m_geometry, color_streams );
::glDrawArrays( GL_POINTS, Submodel->iVboPtr, Submodel->iNumVerts );
::glDisableClientState( GL_COLOR_ARRAY );
::glEnableClientState( GL_NORMAL_ARRAY );
::glEnableClientState( GL_TEXTURE_COORD_ARRAY );
}
else {
::glCallList( Submodel->uiDisplayList );
}
*/
// post-draw reset
::glPopAttrib();
}
@@ -986,9 +966,6 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
// pozniej sprawdzamy czy jest wlaczony PROBLEND dla aktualnie renderowanego noda TRIANGLE,
// wlasciwie dla kazdego node'a
// i jezeli tak to odpowiedni GL_GREATER w przeciwnym wypadku standardowy 0.04
/*
Node->SetLastUsage( Timer::GetSimulationTime() );
*/
double const distancesquared = SquareMagnitude( ( Node->pCenter - Global::pCameraPosition ) / Global::ZoomFactor );
if( ( distancesquared > ( Node->fSquareRadius * Global::fDistanceFactor ) )
|| ( distancesquared < ( Node->fSquareMinRadius / Global::fDistanceFactor ) ) ) {