diff options
author | taw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5> | 2008-06-24 18:12:53 +0000 |
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committer | taw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5> | 2008-06-24 18:12:53 +0000 |
commit | 3fee94ac188612f989e106fbe19e37ddd5701ded (patch) | |
tree | 8247d35b65c3846d7491a7dd8d6b0afa22df620a /src | |
parent | d5e9fdcee11c3a9ecd9696e3e83c9b91240359b6 (diff) |
Comments
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@108 84d2e878-0bd5-11dd-ad15-13eda11d74c5
Diffstat (limited to 'src')
-rw-r--r-- | src/render.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/src/render.c b/src/render.c index 4acce6b..d4754d7 100644 --- a/src/render.c +++ b/src/render.c @@ -675,7 +675,7 @@ void render_draw(Game *game, Uint32 t) { sqrtf(2.0)*sinf(game->lander->yaw)*sinf(game->view_angle), sqrtf(2.0)*cosf(game->lander->yaw)*sinf(game->view_angle), sqrtf(2.0)*cosf(game->view_angle)); if ( r->shaders ) glUseProgram(r->lighting_program); - if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "texture"), 0); + if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "texture"), 0); /* Using GL_TEXTURE0 */ if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "texture_only"), 0); if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "texture_enabled"), 1); if ( r->shaders ) glUniform1i(glGetUniformLocation(game->render->lighting_program, "fill_light_enabled"), 0); @@ -684,7 +684,7 @@ void render_draw(Game *game, Uint32 t) { glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb); render_draw_stuff(game, t, 1.0); - /* Finally, draw the lander */ + /* Draw the lander */ glEnable(GL_LIGHT2); glDisable(GL_LIGHT0); glDisable(GL_LIGHT1); @@ -700,7 +700,7 @@ void render_draw(Game *game, Uint32 t) { render_draw_line(game->lander->x, game->lander->y, game->lander->z, game->lander->x, game->lander->y, game->lander->z-200.0); glDisable(GL_LIGHT2); - /* Back faces */ + /* Back faces (done last to make blending work properly) */ 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); |