Tiny cleanup in renderer
parent
e363e9102f
commit
b14f4f8b4b
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@ -3513,8 +3513,7 @@ void Renderer::draw(const Observer& observer,
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glPolygonMode(GL_FRONT, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_BACK, GL_FILL);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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@ -4579,9 +4578,11 @@ void Renderer::renderObject(const Vector3f& pos,
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Texture* cloudTex = nullptr;
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Texture* cloudTex = nullptr;
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Texture* cloudNormalMap = nullptr;
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Texture* cloudNormalMap = nullptr;
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float cloudTexOffset = 0.0f;
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float cloudTexOffset = 0.0f;
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if (obj.atmosphere != nullptr)
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// Ugly cast required because MultiResTexture::find() is non-const
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Atmosphere* atmosphere = const_cast<Atmosphere*>(obj.atmosphere);
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if (atmosphere != nullptr)
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{
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{
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Atmosphere* atmosphere = const_cast<Atmosphere*>(obj.atmosphere); // Ugly cast required because MultiResTexture::find() is non-const
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if ((renderFlags & ShowCloudMaps) != 0)
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if ((renderFlags & ShowCloudMaps) != 0)
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{
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{
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if (atmosphere->cloudTexture.tex[textureResolution] != InvalidResource)
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if (atmosphere->cloudTexture.tex[textureResolution] != InvalidResource)
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@ -4599,7 +4600,7 @@ void Renderer::renderObject(const Vector3f& pos,
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if (lit)
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if (lit)
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{
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{
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renderEllipsoid_GLSL(ri, ls,
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renderEllipsoid_GLSL(ri, ls,
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const_cast<Atmosphere*>(obj.atmosphere), cloudTexOffset,
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atmosphere, cloudTexOffset,
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scaleFactors,
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scaleFactors,
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textureResolution,
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textureResolution,
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renderFlags,
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renderFlags,
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@ -4659,10 +4660,8 @@ void Renderer::renderObject(const Vector3f& pos,
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}
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}
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}
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}
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if (obj.atmosphere != nullptr)
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if (atmosphere != nullptr)
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{
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{
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Atmosphere* atmosphere = const_cast<Atmosphere *>(obj.atmosphere);
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// Compute the apparent thickness in pixels of the atmosphere.
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// Compute the apparent thickness in pixels of the atmosphere.
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// If it's only one pixel thick, it can look quite unsightly
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// If it's only one pixel thick, it can look quite unsightly
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// due to aliasing. To avoid popping, we gradually fade in the
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// due to aliasing. To avoid popping, we gradually fade in the
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@ -4779,8 +4778,7 @@ void Renderer::renderObject(const Vector3f& pos,
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if (obj.rings != nullptr && (renderFlags & ShowPlanetRings) != 0)
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if (obj.rings != nullptr && (renderFlags & ShowPlanetRings) != 0)
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{
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{
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if ((obj.surface->appearanceFlags & Surface::Emissive) == 0 &&
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if (lit && (renderFlags & ShowRingShadows) != 0)
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(renderFlags & ShowRingShadows) != 0)
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{
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{
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Texture* ringsTex = obj.rings->texture.find(textureResolution);
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Texture* ringsTex = obj.rings->texture.find(textureResolution);
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if (ringsTex != nullptr)
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if (ringsTex != nullptr)
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