Working transparency in most common cases.

Transparency check is automatically set if the alpha color value is under 1
This commit is contained in:
Tleety
2016-01-27 12:59:44 +01:00
parent cbb17d22d4
commit 8102f3a2ea
4 changed files with 127 additions and 157 deletions
+6 -3
View File
@@ -30,10 +30,13 @@ public:
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job);
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
void BindExplosionUniforms();
void BindExplosionTextures();
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
void BindModelTextures(std::shared_ptr<ModelJob>& job);
Texture* m_WhiteTexture;
Texture* m_BlackTexture;
-1
View File
@@ -39,7 +39,6 @@ struct ModelJob : RenderJob
Depth = worldpos.z;
World = world;
FillColor = fillColor;
FillPercentage = fillPercentage;
Skeleton = Model->m_RawModel->m_Skeleton;