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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-06-21 22:22:46 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-06-21 22:22:46 +0000
commit4c178e3069fd7866910997f15af0fff4e77ffd26 (patch)
treef9863687150044ad79450c607cef8d62fae49221 /src/render.c
parentdf47e01ca19c2b97a72679829a2b2dcb05dffa1d (diff)
Don't use shader for transparent back faces
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@103 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src/render.c')
-rw-r--r--src/render.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render.c b/src/render.c
index b82e706..4acce6b 100644
--- a/src/render.c
+++ b/src/render.c
@@ -701,6 +701,7 @@ void render_draw(Game *game, Uint32 t) {
glDisable(GL_LIGHT2);
/* Back faces */
+ if ( r->shaders ) glUseProgram(0); /* Speed things up a bit by not using per-fragment lighting for back faces */
glFrontFace(GL_CW);
glPolygonOffset(1.0, 1.0);
glEnable(GL_POLYGON_OFFSET_FILL);
@@ -711,7 +712,6 @@ void render_draw(Game *game, Uint32 t) {
glDisable(GL_POLYGON_OFFSET_FILL);
glFrontFace(GL_CCW);
- if ( r->shaders ) glUseProgram(0);
render_draw_2d(r, game);
SDL_GL_SwapBuffers();