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forked from 0ad/0ad

This was SVN commit r1810.

This commit is contained in:
NoMonkey 2005-01-25 03:27:38 +00:00
parent f96b676fc9
commit 8192c5b1c5

View File

@ -19,17 +19,6 @@
CPlayerRenderer g_PlayerRenderer;
///////////////////////////////////////////////////////////////////////////////////////////////////
// SortObjectsByDist: sorting class used for back-to-front sort of transparent passes
struct SortObjectsByDist {
typedef CPlayerRenderer::SObject SortObj;
bool operator()(const SortObj& lhs,const SortObj& rhs) {
return lhs.m_Dist>rhs.m_Dist? true : false;
}
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// SetupColorRenderStates: setup the render states for the player color pass.
void CPlayerRenderer::SetupColorRenderStates()
@ -134,39 +123,39 @@ void CPlayerRenderer::Render()
//TODO: Wireframe correctly for players
//if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
// // switch wireframe off again
// glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
//} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
// // edged faces: need to make a second pass over the data:
// // first switch on wireframe
// glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//
// // setup some renderstate ..
// glDepthMask(0);
// g_Renderer.SetTexture(0,0);
// glColor4f(1,1,1,0.75f);
// glLineWidth(1.0f);
if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
// switch wireframe off again
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
// edged faces: need to make a second pass over the data:
// first switch on wireframe
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
// setup some renderstate ..
glDepthMask(0);
g_Renderer.SetTexture(0,0);
glColor4f(1,1,1,0.75f);
glLineWidth(1.0f);
// glEnable(GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// // .. and some client states
// glEnableClientState(GL_VERTEX_ARRAY);
// .. and some client states
glEnableClientState(GL_VERTEX_ARRAY);
// // render each model
// RenderObjectsStreams(STREAM_POS);
// render each model
RenderObjectsStreams(STREAM_POS);
// // .. and switch off the client states
// glDisableClientState(GL_VERTEX_ARRAY);
// .. and switch off the client states
glDisableClientState(GL_VERTEX_ARRAY);
// // .. and restore the renderstates
// glDisable(GL_BLEND);
// glDepthMask(1);
// .. and restore the renderstates
glDisable(GL_BLEND);
glDepthMask(1);
// // restore fill mode, and we're done
// glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
//}
// restore fill mode, and we're done
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
}
}
void CPlayerRenderer::Clear()