Reorder powerup mesh so it renders proper behind translucent walls.

linux_template
sigonasr2 2 years ago
parent 9d702a49a0
commit b9c8275b67
  1. 6
      Faceball2030/main.cpp

@ -1146,11 +1146,11 @@ void FaceBall::RenderWorld() {
for (auto& bullet : bullets) {
RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
}
RenderMesh(matView, vecTrianglesToRaster, walls);
RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
for (auto& powerup : powerups) {
RenderPowerupMesh(matView, vecTrianglesToRasterTranslucent, powerup);
}
RenderMesh(matView, vecTrianglesToRaster, walls);
RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
ClearBuffer(BLACK, true);
@ -2055,7 +2055,7 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
bool FaceBall::OnUserUpdate(float fElapsedTime)
{
fElapsedTime = std::min(0.1667f, fElapsedTime);
fElapsedTime = std::min(0.01667f, fElapsedTime);
gameTimer += fElapsedTime;
switch (mode) {
case GAME: {

Loading…
Cancel
Save