forked from 0ad/0ad
This was SVN commit r1804.
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761dfde0c5
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bdafae6453
@ -50,7 +50,7 @@ void CModelRData::Build()
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/*if (g_Renderer.IsTextureTransparent(m_Model->GetTexture())) {
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m_Flags|=MODELRDATA_FLAG_TRANSPARENT;
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}*/
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if(m_Model->GetPlayerID() + 1)
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if(m_Model->GetPlayerID() + 1) // Add one because the default value is -1
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m_Flags |= MODELRDATA_FLAG_PLAYERCOLOR;
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else if(m_Model->GetMaterial().UsesAlpha())
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m_Flags |= MODELRDATA_FLAG_TRANSPARENT;
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@ -123,39 +123,41 @@ void CPlayerRenderer::Render()
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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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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// 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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//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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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// glEnable(GL_BLEND);
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// glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// .. and some client states
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glEnableClientState(GL_VERTEX_ARRAY);
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// // .. and some client states
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// glEnableClientState(GL_VERTEX_ARRAY);
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// render each model
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RenderObjectsStreams(STREAM_POS);
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// // render each model
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// RenderObjectsStreams(STREAM_POS);
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// .. and switch off the client states
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glDisableClientState(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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// .. and restore the renderstates
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glDisable(GL_BLEND);
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glDepthMask(1);
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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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// // 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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@ -225,7 +227,7 @@ void CPlayerRenderer::RenderObjectsStreams(u32 streamflags,u32 mflags)
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CModelRData* modeldata=(CModelRData*) m_Objects[i].m_Model->GetRenderData();
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// Get the models player ID
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const PS_uint playerid = m_Objects[i].m_Model->GetPlayerID();
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PS_uint playerid = m_Objects[i].m_Model->GetPlayerID();
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// Get the player color
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const SPlayerColour& colour = g_Game->GetPlayer( playerid )->GetColour();
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