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https://github.com/MaSzyna-EU07/maszyna.git
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texture binding fix
This commit is contained in:
10
Ground.cpp
10
Ground.cpp
@@ -339,9 +339,9 @@ void TGroundNode::RenderVBO() { // renderowanie obiektu z VBO - faza nieprzezroc
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b = floor( Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ] );
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#endif
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glColor4ub( r, g, b, linealpha ); // przezroczystosc dalekiej linii
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// glDisable(GL_LIGHTING); //nie powinny świecić
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GfxRenderer.Bind( 0 );
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glDrawArrays( iType, iVboPtr, iNumPts ); // rysowanie linii
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// glEnable(GL_LIGHTING);
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}
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}
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// GL_TRIANGLE etc
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@@ -408,6 +408,7 @@ void TGroundNode::RenderAlphaVBO()
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float b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
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#endif
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glColor4ub( r, g, b, linealpha ); // przezroczystosc dalekiej linii
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GfxRenderer.Bind( 0 );
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glDrawArrays( iType, iVboPtr, iNumPts ); // rysowanie linii
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}
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@@ -447,9 +448,6 @@ void TGroundNode::Compile(bool many)
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{
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#ifdef USE_VERTEX_ARRAYS
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glVertexPointer(3, GL_DOUBLE, sizeof(vector3), &Points[0].x);
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#endif
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GfxRenderer.Bind(0);
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#ifdef USE_VERTEX_ARRAYS
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glDrawArrays(iType, 0, iNumPts);
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#else
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glBegin(iType);
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@@ -608,6 +606,7 @@ void TGroundNode::RenderDL()
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b = floor( Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ] );
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#endif
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glColor4ub( r, g, b, linealpha ); // przezroczystosc dalekiej linii
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GfxRenderer.Bind( 0 );
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glCallList( DisplayListID );
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}
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@@ -691,6 +690,7 @@ void TGroundNode::RenderAlphaDL()
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float b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
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#endif
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glColor4ub( r, g, b, linealpha ); // przezroczystosc dalekiej linii
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GfxRenderer.Bind( 0 );
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glCallList( DisplayListID );
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}
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