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Provide fallback star color for GLES 2 with MT shaders disabled
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@ -849,6 +849,7 @@ void Sky::updateStars() {
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m_stars->Vertices.reallocate(4 * m_star_params.count);
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m_stars->Indices.reallocate(6 * m_star_params.count);
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video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders”
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PcgRandom rgen(m_seed);
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float d = (0.006 / 2) * m_star_params.scale;
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for (u16 i = 0; i < m_star_params.count; i++) {
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@ -867,10 +868,10 @@ void Sky::updateStars() {
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a.rotateVect(p1);
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a.rotateVect(p2);
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a.rotateVect(p3);
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m_stars->Vertices.push_back(video::S3DVertex(p, {}, {}, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p1, {}, {}, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p2, {}, {}, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p3, {}, {}, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {}));
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}
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for (u16 i = 0; i < m_star_params.count; i++) {
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m_stars->Indices.push_back(i * 4 + 0);
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