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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 05:29:17 +02:00

build 191212. gamepad input configuration support, minor bug fixes

This commit is contained in:
tmj-fstate
2019-12-15 16:48:55 +01:00
parent a54924c48d
commit 7c43f80ccf
12 changed files with 427 additions and 240 deletions

View File

@@ -51,7 +51,6 @@ opengl_renderer::Init( GLFWwindow *Window ) {
Global.BasicRenderer ?
std::vector<GLint>{ m_diffusetextureunit } :
std::vector<GLint>{ m_normaltextureunit, m_diffusetextureunit } );
m_textures.assign_units( m_helpertextureunit, m_shadowtextureunit, m_normaltextureunit, m_diffusetextureunit ); // TODO: add reflections unit
ui_layer::set_unit( m_diffusetextureunit );
m_precipitationrenderer.set_unit( m_diffusetextureunit );
select_unit( m_diffusetextureunit );
@@ -1681,9 +1680,9 @@ opengl_renderer::Bind_Material( material_handle const Material, TSubModel *sm )
auto const &material = m_materials.material( Material );
if( false == Global.BasicRenderer ) {
m_textures.bind( m_normaltextureunit - GL_TEXTURE0, material.textures[1] );
m_textures.bind( m_normaltextureunit, material.textures[1] );
}
m_textures.bind( m_diffusetextureunit - GL_TEXTURE0, material.textures[0] );
m_textures.bind( m_diffusetextureunit, material.textures[0] );
}
opengl_material const &
@@ -1715,7 +1714,7 @@ opengl_renderer::Fetch_Texture( std::string const &Filename, bool const Loadnow,
void
opengl_renderer::Bind_Texture( texture_handle const Texture ) {
m_textures.bind( m_diffusetextureunit - GL_TEXTURE0, Texture );
m_textures.bind( m_diffusetextureunit, Texture );
}
void
@@ -4195,7 +4194,7 @@ opengl_renderer::Init_caps() {
if( true == Global.BasicRenderer ) {
WriteLog( "Basic renderer selected, shadow and reflection mapping will be disabled" );
Global.RenderShadows = false;
m_diffusetextureunit = GL_TEXTURE0;
m_diffusetextureunit = 0;
m_helpertextureunit = -1;
m_shadowtextureunit = -1;
m_normaltextureunit = -1;
@@ -4207,7 +4206,7 @@ opengl_renderer::Init_caps() {
WriteLog( "Less than 4 texture units, shadow and reflection mapping will be disabled" );
Global.BasicRenderer = true;
Global.RenderShadows = false;
m_diffusetextureunit = GL_TEXTURE0;
m_diffusetextureunit = 0;
m_helpertextureunit = -1;
m_shadowtextureunit = -1;
m_normaltextureunit = -1;