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Fix sky objects not rendering with ogles (#7598)
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parent
3b9d49b3c7
commit
c5a137c29c
33
src/sky.cpp
33
src/sky.cpp
@ -44,7 +44,11 @@ Sky::Sky(s32 id, ITextureSource *tsrc):
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video::SMaterial mat;
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video::SMaterial mat;
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mat.Lighting = false;
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mat.Lighting = false;
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#ifdef __ANDROID__
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mat.ZBuffer = video::ECFN_DISABLED;
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#else
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mat.ZBuffer = video::ECFN_NEVER;
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mat.ZBuffer = video::ECFN_NEVER;
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#endif
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mat.ZWriteEnable = false;
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mat.ZWriteEnable = false;
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mat.AntiAliasing = 0;
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mat.AntiAliasing = 0;
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mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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@ -449,6 +453,34 @@ void Sky::render()
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video::SColor starcolor(255, f * 90, f * 90, f * 90);
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video::SColor starcolor(255, f * 90, f * 90, f * 90);
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if (starcolor.getBlue() < m_skycolor.getBlue())
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if (starcolor.getBlue() < m_skycolor.getBlue())
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break;
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break;
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#ifdef __ANDROID__
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u16 indices[SKY_STAR_COUNT * 3];
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video::S3DVertex vertices[SKY_STAR_COUNT * 3];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 3 + 0] = i * 3 + 0;
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indices[i * 3 + 1] = i * 3 + 1;
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indices[i * 3 + 2] = i * 3 + 2;
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v3f p = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1 + d, -d / 2));
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v3f p1 = p;
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a.rotateVect(p1);
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a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1 - d, d / 2));
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v3f p2 = p;
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a.rotateVect(p2);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 3 + 0].Pos = p;
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vertices[i * 3 + 0].Color = starcolor;
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vertices[i * 3 + 1].Pos = p1;
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vertices[i * 3 + 1].Color = starcolor;
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vertices[i * 3 + 2].Pos = p2;
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vertices[i * 3 + 2].Color = starcolor;
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}
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driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
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indices, SKY_STAR_COUNT);
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#else
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u16 indices[SKY_STAR_COUNT * 4];
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u16 indices[SKY_STAR_COUNT * 4];
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video::S3DVertex vertices[SKY_STAR_COUNT * 4];
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video::S3DVertex vertices[SKY_STAR_COUNT * 4];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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@ -483,6 +515,7 @@ void Sky::render()
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driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
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driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
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indices, SKY_STAR_COUNT, video::EVT_STANDARD,
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indices, SKY_STAR_COUNT, video::EVT_STANDARD,
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scene::EPT_QUADS, video::EIT_16BIT);
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scene::EPT_QUADS, video::EIT_16BIT);
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#endif
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} while(false);
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} while(false);
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// Draw far cloudy fog thing below east and west horizons
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// Draw far cloudy fog thing below east and west horizons
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