fixed particles not showing up by fixing billboarding code to account for new winding order

This commit is contained in:
eric levin 2015-06-15 14:24:18 -07:00
parent 0b4d4c24d4
commit 27c6190665

View file

@ -53,7 +53,7 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
batch.setUniformTexture(0, _texture->getGPUTexture());
}
batch.setModelTransform(getTransformToCenter());
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured);
DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::QUADS, _cacheID);
};
@ -96,10 +96,11 @@ void RenderableParticleEffectEntityItem::updateQuads(RenderArgs* args, bool text
glm::vec3 pos = (textured) ? positions[i] : _particlePositions[i];
// generate corners of quad aligned to face the camera.
vertices.append(pos - rightOffset + upOffset);
vertices.append(pos + rightOffset + upOffset);
vertices.append(pos + rightOffset - upOffset);
vertices.append(pos - rightOffset + upOffset);
vertices.append(pos - rightOffset - upOffset);
vertices.append(pos + rightOffset - upOffset);
}
if (textured) {