From 4e3efa239c9bcb5dd26b4ad9a4d43d4d6a266e6f Mon Sep 17 00:00:00 2001 From: Matthias Schiffer Date: Fri, 18 Dec 2009 13:31:07 +0100 Subject: Use multi-pass rendering with seperate ambient and light shaders --- src/Game.cpp | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) (limited to 'src/Game.cpp') 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()); -- cgit v1.2.3