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Fixing projection during star rendering
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1 changed files with 9 additions and 0 deletions
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@ -11,6 +11,7 @@
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//
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//
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#include "starfield/renderer/Renderer.h"
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#include "starfield/renderer/Renderer.h"
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#include "Application.h"
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using namespace starfield;
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using namespace starfield;
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@ -52,6 +53,10 @@ void Renderer::render(float perspective, float aspect, mat4 const& orientation,
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matrix[3][1] = 0.0f;
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matrix[3][1] = 0.0f;
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matrix[3][2] = 0.0f;
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matrix[3][2] = 0.0f;
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadMatrixf(glm::value_ptr(qApp->getDisplayViewFrustum()->getProjection()));
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glMatrixMode(GL_MODELVIEW);
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// extract local z vector
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// extract local z vector
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vec3 ahead = vec3(matrix[2]);
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vec3 ahead = vec3(matrix[2]);
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@ -74,6 +79,10 @@ void Renderer::render(float perspective, float aspect, mat4 const& orientation,
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floodFill(cursor, TileSelection(*this, _tileArray, _tileArray + _tiling.getTileCount(), (TileSelection::Cursor*) _batchCountArray));
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floodFill(cursor, TileSelection(*this, _tileArray, _tileArray + _tiling.getTileCount(), (TileSelection::Cursor*) _batchCountArray));
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this->glBatch(glm::value_ptr(matrix), prepareBatch((unsigned*) _batchOffs, _outIndexPos), alpha);
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this->glBatch(glm::value_ptr(matrix), prepareBatch((unsigned*) _batchOffs, _outIndexPos), alpha);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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}
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}
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// renderer construction
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// renderer construction
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