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Fix tiny english issue in featu… doc: updated credits and change… (compare)
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GL,DebugTools: "fix" global sym… TODOs for the stupid annoying E… package/ci: Emscripten 2.0.17 t… (compare)
Shaders::PhongGL shader{Shaders::PhongGL::Flag::DiffuseTexture};
GL::Mesh mesh = MeshTools::compile(cubeSolid());
auto size = Vector3(TilePixelDimensions) / 4.0f;
category.shader
.setTransformationMatrix(transformation*Matrix4::scaling(size))
.setProjectionMatrix(camera.projectionMatrix())
.bindDiffuseTexture(*texture)
.draw(category.mesh);
There's nothing really complicated going on in the code either, but maybe I'm missing a necessary feature or something?
Ok, this is just the cpp file, I have imagepath at the top to be filled out with an image path, and can grab my really poorly drawn images as well
0.1f, 10000.0f
and it started looking acceptable, but if you see similar artifacts later you might want to narrow it down even further
GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
terrain.draw(*_camera);
/* Draw sprites after the terrain, so it's obscured by it if it's behind.
But disable depth writes, so the sprites don't cut into each other */
GL::Renderer::setDepthMask(false);
sprites.draw(*_camera);
GL::Renderer::setDepthMask(true);
GL::Renderer::disable(GL::Renderer::Feature::DepthTest);
AlphaMask
(and no blending, or depth ordering) works as well, but that's a purely binary operation (a pixel either is there or is not), so it looks acceptable only on sufficiently high-DPI screens and won't work for semi-transparent stuff
Yeah, again
constant, which is larger for surfaces that are smoother and more mirror-like.
I guess you can say that mirrors are not shine because they don't have any specular highlight? In my head tho it's always been like the reflection itself is just a big specular hightlight. A bit counterintuitive...