GRIM: Ported debug shadow plane draw from opengl to tinygl

This commit is contained in:
Paweł Kołodziejski 2022-06-18 18:56:30 +02:00
parent ce0427e130
commit d8d42bf2fe
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GPG Key ID: 0BDADC9E74440FF7
2 changed files with 12 additions and 2 deletions

View File

@ -625,8 +625,7 @@ void GfxOpenGL::drawShadowPlanes() {
glVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
}
glEnd();
}
*/
}*/
glPushMatrix();

View File

@ -550,6 +550,17 @@ void GfxTinyGL::finishActorDraw() {
}
void GfxTinyGL::drawShadowPlanes() {
/* tglColor3f(1.0f, 1.0f, 1.0f);
_currentShadowArray->planeList.begin();
for (SectorListType::iterator i = _currentShadowArray->planeList.begin(); i != _currentShadowArray->planeList.end(); i++) {
Sector *shadowSector = i->sector;
tglBegin(TGL_POLYGON);
for (int k = 0; k < shadowSector->getNumVertices(); k++) {
tglVertex3f(shadowSector->getVertices()[k].x(), shadowSector->getVertices()[k].y(), shadowSector->getVertices()[k].z());
}
tglEnd();
}*/
tglPushMatrix();
if (g_grim->getGameType() == GType_MONKEY4) {