GL bugfixes
This commit is contained in:
parent
6c13a83271
commit
2cb80f8abe
14
src/k3.c
14
src/k3.c
@ -1533,7 +1533,7 @@ static void forward_subpass(mat4 projection, mat4 view, int transparent, int lig
|
|||||||
}
|
}
|
||||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat->primitive.specular);
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat->primitive.specular);
|
||||||
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat->primitive.emission);
|
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat->primitive.emission);
|
||||||
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, mat->primitive.shininess * 128);
|
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, mat->primitive.shininess);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -2489,7 +2489,7 @@ void k3Init(bool enableTextureCompression, bool enableMipmapping) {
|
|||||||
"in vec3 v_uv;\n"
|
"in vec3 v_uv;\n"
|
||||||
"out vec4 fragcolor;\n"
|
"out vec4 fragcolor;\n"
|
||||||
"void main() {\n"
|
"void main() {\n"
|
||||||
" fragcolor = textureCube(u_tex, v_uv);\n"
|
" fragcolor = texture(u_tex, v_uv);\n"
|
||||||
"}\n"
|
"}\n"
|
||||||
, NULL), NULL);
|
, NULL), NULL);
|
||||||
}
|
}
|
||||||
@ -2999,15 +2999,19 @@ void k3BlitToScreenEffect(struct k3Offscreen *offscr, int additive, int effect,
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(k3IsCore) {
|
if(k3IsCore) {
|
||||||
|
GLuint prog;
|
||||||
|
|
||||||
if(effect == k3_NONE) {
|
if(effect == k3_NONE) {
|
||||||
glUseProgram(GL_FROM_K3GLSL(basicBlitProgram));
|
prog = GL_FROM_K3GLSL(basicBlitProgram);
|
||||||
} else {
|
} else {
|
||||||
assert(effect == k3_GLSL);
|
assert(effect == k3_GLSL);
|
||||||
|
|
||||||
glUseProgram(GL_FROM_K3GLSL(program));
|
prog = GL_FROM_K3GLSL(program);
|
||||||
}
|
}
|
||||||
|
|
||||||
GLint uSz = glGetUniformLocation(GL_FROM_K3GLSL(basicBlitProgram), "u_sz");
|
glUseProgram(prog);
|
||||||
|
|
||||||
|
GLint uSz = glGetUniformLocation(prog, "u_sz");
|
||||||
glUniform2f(uSz, k3TexSzX(tex), k3TexSzY(tex));
|
glUniform2f(uSz, k3TexSzX(tex), k3TexSzY(tex));
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||||
|
Loading…
Reference in New Issue
Block a user