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-rw-r--r--src/Game.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/src/Game.cpp b/src/Game.cpp
index 93b13c4..625d4d4 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -34,9 +34,9 @@ Game::Game(bool multisample) : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::ma
glClearColor(0.0, 0.0, 0.0, 1.0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
+ //glDepthFunc(GL_LEQUAL);
- //glEnable(GL_BLEND);
+ glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifndef _WIN32
@@ -50,7 +50,7 @@ Game::Game(bool multisample) : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::ma
glLightfv(GL_LIGHT0, GL_SPECULAR, vmml::vec4f::ONE.array);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.2);
- glEnable(GL_LIGHT0);
+ glDisable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
@@ -61,8 +61,6 @@ Game::Game(bool multisample) : playerPos(vmml::vec3f::ZERO), playerRotY(vmml::ma
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
- Shader::loadProgram("default.vert", "default.frag");
-
loadLevel("level.xml");
triangles.insert(triangles.end(), level->getRooms().front().walls.begin(), level->getRooms().front().walls.end());
std::sort(triangles.begin(), triangles.end(), Renderer::TextureSorter());