- moved the main shader and its entire uniform maintenance into the backend.

This commit is contained in:
Christoph Oelckers 2019-10-05 12:28:08 +02:00
parent 50c2065425
commit bd4e4834e3
17 changed files with 650 additions and 592 deletions

View file

@ -1132,15 +1132,14 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
#endif
const float phack[2] = { 0, 1.f/256.f };
char prevClamp = polymost_getClamp();
polymost_setClamp(0);
int prevClamp = GLInterface.GetClamp();
GLInterface.SetClamp(0);
if (!m->texid[globalpal])
m->texid[globalpal] = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, globalpal);
GLInterface.BindTexture(0, m->texid[globalpal]);
polymost_usePaletteIndexing(false);
polymost_setTexturePosSize({ 0.f, 0.f, 1.f, 1.f });
GLInterface.UsePaletteIndexing(false);
auto data = GLInterface.AllocVertices(m->qcnt * 4);
auto vt = data.second;
@ -1183,7 +1182,7 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
}
GLInterface.Draw(DT_QUADS, qstart, qdone * 4);
polymost_setClamp(prevClamp);
GLInterface.SetClamp(prevClamp);
//------------
GLInterface.SetCull(Cull_None);