Fixed draw final pass with shided objects having to many if-statments.

Shields is working with transparancy

Player cameras should have nearclip fater away and far clip nearer.

Defaultconfig push
This commit is contained in:
Teejoon
2016-03-02 11:59:48 +01:00
parent ef66f3ebe5
commit de9657700b
6 changed files with 380 additions and 405 deletions
-6
View File
@@ -38,12 +38,6 @@ private:
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawExplosionSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void DrawSkinnedExplosionSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void DrawModelSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void DrawSkinnedModelSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);