This was SVN commit r1810.
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@ -19,17 +19,6 @@
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CPlayerRenderer g_PlayerRenderer;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SortObjectsByDist: sorting class used for back-to-front sort of transparent passes
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struct SortObjectsByDist {
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typedef CPlayerRenderer::SObject SortObj;
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bool operator()(const SortObj& lhs,const SortObj& rhs) {
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return lhs.m_Dist>rhs.m_Dist? true : false;
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}
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// SetupColorRenderStates: setup the render states for the player color pass.
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void CPlayerRenderer::SetupColorRenderStates()
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@ -134,39 +123,39 @@ void CPlayerRenderer::Render()
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//TODO: Wireframe correctly for players
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//if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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// // switch wireframe off again
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// glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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//} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
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// // edged faces: need to make a second pass over the data:
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// // first switch on wireframe
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// glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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//
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// // setup some renderstate ..
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// glDepthMask(0);
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// g_Renderer.SetTexture(0,0);
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// glColor4f(1,1,1,0.75f);
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// glLineWidth(1.0f);
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if (g_Renderer.m_ModelRenderMode==WIREFRAME) {
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// switch wireframe off again
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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} else if (g_Renderer.m_ModelRenderMode==EDGED_FACES) {
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// edged faces: need to make a second pass over the data:
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// first switch on wireframe
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// setup some renderstate ..
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glDepthMask(0);
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g_Renderer.SetTexture(0,0);
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glColor4f(1,1,1,0.75f);
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glLineWidth(1.0f);
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// // .. and some client states
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// glEnableClientState(GL_VERTEX_ARRAY);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// // render each model
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// RenderObjectsStreams(STREAM_POS);
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// .. and some client states
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glEnableClientState(GL_VERTEX_ARRAY);
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// // .. and switch off the client states
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// glDisableClientState(GL_VERTEX_ARRAY);
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// render each model
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RenderObjectsStreams(STREAM_POS);
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// // .. and restore the renderstates
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// glDisable(GL_BLEND);
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// glDepthMask(1);
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// .. and switch off the client states
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glDisableClientState(GL_VERTEX_ARRAY);
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// // restore fill mode, and we're done
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// glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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//}
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// .. and restore the renderstates
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glDisable(GL_BLEND);
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glDepthMask(1);
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// restore fill mode, and we're done
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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}
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}
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void CPlayerRenderer::Clear()
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