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fixing the stars rendering that was vilently broken durign the hunt for GPUCOnfig.h includes
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parent
3c934af297
commit
269db0ff6f
2 changed files with 7 additions and 5 deletions
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@ -141,6 +141,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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auto state = gpu::StatePointer(new gpu::State());
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// enable decal blend
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state->setDepthTest(gpu::State::DepthTest(false));
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state->setAntialiasedLineEnable(true); // line smoothing also smooth points
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state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
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_gridPipeline.reset(gpu::Pipeline::create(program, state));
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}
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@ -205,8 +206,6 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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batch._glUniform1f(_timeSlot, secs);
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geometryCache->renderUnitCube(batch);
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//glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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static const size_t VERTEX_STRIDE = sizeof(StarVertex);
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size_t offset = offsetof(StarVertex, position);
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gpu::BufferView posView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
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@ -215,9 +214,6 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
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// Render the stars
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batch.setPipeline(_starsPipeline);
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//batch._glEnable(GL_PROGRAM_POINT_SIZE_EXT);
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//batch._glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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//batch._glEnable(GL_POINT_SMOOTH);
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batch.setInputFormat(streamFormat);
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batch.setInputBuffer(VERTICES_SLOT, posView);
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@ -482,6 +482,12 @@ void GLBackend::syncPipelineStateCache() {
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State::Data state;
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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// Point size is always on
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_PROGRAM_POINT_SIZE_EXT);
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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getCurrentGLState(state);
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State::Signature signature = State::evalSignature(state);
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