mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- fixed untextured vertex order and removed some test code.
This commit is contained in:
parent
a253b15334
commit
fa6ba84094
3 changed files with 4 additions and 4 deletions
|
@ -479,7 +479,7 @@ public:
|
||||||
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(F2DDrawer::TwoDVertex), &TDiO->color0);
|
glVertexAttribPointer(VATTR_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(F2DDrawer::TwoDVertex), &TDiO->color0);
|
||||||
glEnableVertexAttribArray(VATTR_VERTEX);
|
glEnableVertexAttribArray(VATTR_VERTEX);
|
||||||
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
glEnableVertexAttribArray(VATTR_TEXCOORD);
|
||||||
//glEnableVertexAttribArray(VATTR_COLOR);
|
glEnableVertexAttribArray(VATTR_COLOR);
|
||||||
glDisableVertexAttribArray(VATTR_VERTEX2);
|
glDisableVertexAttribArray(VATTR_VERTEX2);
|
||||||
glDisableVertexAttribArray(VATTR_NORMAL);
|
glDisableVertexAttribArray(VATTR_NORMAL);
|
||||||
}
|
}
|
||||||
|
@ -504,7 +504,6 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
|
||||||
{
|
{
|
||||||
// Change from BGRA to RGBA
|
// Change from BGRA to RGBA
|
||||||
std::swap(v.color0.r, v.color0.b);
|
std::swap(v.color0.r, v.color0.b);
|
||||||
v.color0 = 0xffffffff;
|
|
||||||
}
|
}
|
||||||
auto vb = new F2DVertexBuffer;
|
auto vb = new F2DVertexBuffer;
|
||||||
vb->UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
|
vb->UploadData(&vertices[0], vertices.Size(), &indices[0], indices.Size());
|
||||||
|
@ -604,5 +603,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
|
||||||
glDisable(GL_SCISSOR_TEST);
|
glDisable(GL_SCISSOR_TEST);
|
||||||
gl_RenderState.SetVertexBuffer(nullptr);
|
gl_RenderState.SetVertexBuffer(nullptr);
|
||||||
gl_RenderState.EnableTexture(true);
|
gl_RenderState.EnableTexture(true);
|
||||||
|
gl_RenderState.SetTextureMode(TM_MODULATE);
|
||||||
|
gl_RenderState.ResetColor();
|
||||||
delete vb;
|
delete vb;
|
||||||
}
|
}
|
|
@ -243,7 +243,6 @@ bool FRenderState::ApplyShader()
|
||||||
}
|
}
|
||||||
else if (mColormapState == CM_SPECIAL2D)
|
else if (mColormapState == CM_SPECIAL2D)
|
||||||
{
|
{
|
||||||
activeShader->muFixedColormap.Set(2);
|
|
||||||
activeShader->muFixedColormap.Set(1);
|
activeShader->muFixedColormap.Set(1);
|
||||||
float startr = mObjectColor.r / 255;
|
float startr = mObjectColor.r / 255;
|
||||||
float startg = mObjectColor.g / 255;
|
float startg = mObjectColor.g / 255;
|
||||||
|
|
|
@ -455,8 +455,8 @@ void F2DDrawer::AddColorOnlyQuad(int x1, int y1, int w, int h, PalEntry color)
|
||||||
auto ptr = &mVertices[dg.mVertIndex];
|
auto ptr = &mVertices[dg.mVertIndex];
|
||||||
ptr->Set(x1, y1, 0, 0, 0, color); ptr++;
|
ptr->Set(x1, y1, 0, 0, 0, color); ptr++;
|
||||||
ptr->Set(x1, y1 + h, 0, 0, 0, color); ptr++;
|
ptr->Set(x1, y1 + h, 0, 0, 0, color); ptr++;
|
||||||
ptr->Set(x1 + w, y1 + h, 0, 0, 0, color); ptr++;
|
|
||||||
ptr->Set(x1 + w, y1, 0, 0, 0, color); ptr++;
|
ptr->Set(x1 + w, y1, 0, 0, 0, color); ptr++;
|
||||||
|
ptr->Set(x1 + w, y1 + h, 0, 0, 0, color); ptr++;
|
||||||
AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
|
AddIndices(dg.mVertIndex, 6, 0, 1, 2, 1, 3, 2);
|
||||||
AddCommand(&dg);
|
AddCommand(&dg);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue