Fix bug involving number of foreground vertices rendered
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+2
-8
@@ -61,17 +61,11 @@ doDrawing pdata w = do
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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-- store floor position into buffer
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let addC (xx,yy) = (xx,yy,0)
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nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
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$ [Render3 $ polyToTris $ map addC $ screenPolygon w ]
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++ concatMap polyToGeoRender (foregroundPics w)
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bindShaderBuffers [_lightingSurfaceShader pdata] [nsurfVs]
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depthFunc $= Just Less
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let scPol = screenPolygon w
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-- draw the lightmap. Probably changes the bound framebufferObject
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createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints viewFroms
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(foregroundPics w)
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(foregroundPics w) scPol
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clear [DepthBuffer]
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depthFunc $= Just Less
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-- set blending to depend upon the alpha level already present
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