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fix a couple bugs in 3d textured version of renderQuad
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418b97a648
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1 changed files with 8 additions and 5 deletions
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@ -1256,7 +1256,7 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
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const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
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const glm::vec4& color, int id) {
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#if 1 // def WANT_DEBUG
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#ifdef WANT_DEBUG
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qDebug() << "renderQuad() vec3 + texture VBO...";
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qDebug() << " topLeft:" << topLeft;
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qDebug() << " bottomLeft:" << bottomLeft;
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@ -1312,7 +1312,7 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
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details.streamFormat = streamFormat;
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details.stream = stream;
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details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
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details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
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details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET);
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details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
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@ -1334,7 +1334,6 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
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((int(color.w * 255.0f) & 0xFF) << 24);
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int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
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details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
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details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
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}
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@ -1355,8 +1354,12 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
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glDisableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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// TODO: The callers of this method (renderMagnifier and renderReticle) assume that we won't disable an unbind
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// the texture after rendering. I'm not sure if this is correct in general but it's currently required for the
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// oculus overlay to work.
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//glBindTexture(GL_TEXTURE_2D, 0);
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//glDisable(GL_TEXTURE_2D);
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}
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void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
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