FREESCAPE: renderer fixes related with glLine

This commit is contained in:
neuromancer 2023-11-27 20:50:00 +01:00
parent a8b199d110
commit 87e40ebcec
2 changed files with 2 additions and 3 deletions

View File

@ -209,7 +209,7 @@ void OpenGLRenderer::renderCrossair(const Common::Point crossairPosition) {
useColor(255, 255, 255);
glLineWidth(8); // It will not work in every OpenGL implementation since the
glLineWidth(MAX(2, g_system->getWidth() / 192)); // It will not work in every OpenGL implementation since the
// spec doesn't require support for line widths other than 1
glEnableClientState(GL_VERTEX_ARRAY);
copyToVertexArray(0, Math::Vector3d(crossairPosition.x - 3, crossairPosition.y, 0));

View File

@ -176,7 +176,6 @@ void OpenGLShaderRenderer::renderSensorShoot(byte color, const Math::Vector3d se
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glDrawArrays(GL_LINES, 0, 2);
glDisableClientState(GL_VERTEX_ARRAY);
glLineWidth(1);
glDisable(GL_BLEND);
@ -261,7 +260,7 @@ void OpenGLShaderRenderer::renderCrossair(const Common::Point crossairPosition)
useColor(255, 255, 255);
glLineWidth(8); // It will not work in every OpenGL implementation since the
glLineWidth(MAX(2, g_system->getWidth() / 192)); // It will not work in every OpenGL implementation since the
// spec doesn't require support for line widths other than 1
copyToVertexArray(0, Math::Vector3d(remap(crossairPosition.x - 3, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));