diff --git a/interface/src/main.cpp b/interface/src/main.cpp index 2cba377d8f..e6f6b6fd52 100644 --- a/interface/src/main.cpp +++ b/interface/src/main.cpp @@ -527,8 +527,6 @@ void display(void) { PerfStat("display"); - glEnable (GL_DEPTH_TEST); - glEnable(GL_LIGHTING); glEnable(GL_LINE_SMOOTH); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); @@ -559,14 +557,12 @@ void display(void) -myHead.getRenderPitch(), glm::vec3(1.0f,0.0f,0.0f)) ); glLoadMatrixf( glm::value_ptr(fov.getWorldViewerXform()) ); - glRotatef(myHead.getRenderPitch(), 1, 0, 0); - glRotatef(myHead.getRenderYaw(), 0, 1, 0); - glDisable(GL_LIGHTING); - glDisable(GL_DEPTH_TEST); if (::starsOn) { + // should be the first rendering pass - w/o depth buffer / lighting stars.render(fov); } + glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); @@ -670,8 +666,12 @@ void display(void) if (display_levels) serialPort.renderLevels(WIDTH,HEIGHT); // Display miscellaneous text stats onscreen - if (stats_on) display_stats(); - + if (stats_on) { + glLineWidth(1.0f); + glPointSize(1.0f); + display_stats(); + } + // Draw number of nearby people always char agents[100]; sprintf(agents, "Agents nearby: %ld\n", agentList.getAgents().size()); diff --git a/interface/src/starfield/renderer/Renderer.h b/interface/src/starfield/renderer/Renderer.h index abb553cd06..0cfb6df0c9 100644 --- a/interface/src/starfield/renderer/Renderer.h +++ b/interface/src/starfield/renderer/Renderer.h @@ -106,8 +106,8 @@ namespace starfield { this->glUpload(n); } - ~Renderer() - { + ~Renderer() { + delete[] _arrData; delete[] _arrTile; delete[] _arrBatchCount; @@ -119,8 +119,7 @@ namespace starfield { void render(float perspective, float aspect, mat4 const& orientation, - BrightnessLevel minBright) - { + BrightnessLevel minBright) { // fprintf(stderr, " // Stars.cpp: rendering at minimal brightness %d\n", minBright); @@ -479,6 +478,9 @@ namespace starfield { // fprintf(stderr, "Stars.cpp: Batch #%d - %d stars @ %d\n", i, // _arrBatchOffs[i], _arrBatchCount[i]); + glDisable(GL_DEPTH_TEST); + glDisable(GL_LIGHTING); + // setup modelview matrix (identity) glMatrixMode(GL_MODELVIEW); glPushMatrix(); @@ -507,6 +509,7 @@ namespace starfield { glBindVertexArray(0); glUseProgram(0); glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); + glDisable(GL_POINT_SMOOTH); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix();