mirror of https://github.com/buggins/dlangui.git
fixes
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@ -89,21 +89,23 @@ public:
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3 2
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3 2
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*/
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*/
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immutable float inv = -1.0f;
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// pos, normal, color, tx
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// pos, normal, color, tx
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static const float[VERTEX_COMPONENTS * 4] face_vertices_north =
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static const float[VERTEX_COMPONENTS * 4] face_vertices_north =
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[
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[
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-0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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-0.5, 0.5, -0.5, 0.0, 0.0, -1.0*inv, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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0.5, 0.5, -0.5, 0.0, 0.0, -1.0*inv, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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-0.5, -0.5, -0.5, 0.0, 0.0, -1.0*inv, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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0.5, -0.5, -0.5, 0.0, 0.0, -1.0*inv, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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];
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];
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static const float[VERTEX_COMPONENTS * 4] face_vertices_south =
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static const float[VERTEX_COMPONENTS * 4] face_vertices_south =
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[
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[
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-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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-0.5, -0.5, 0.5, 0.0, 0.0, 1.0*inv, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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0.5, -0.5, 0.5, 0.0, 0.0, 1.0*inv, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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-0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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-0.5, 0.5, 0.5, 0.0, 0.0, 1.0*inv, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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0.5, 0.5, 0.5, 0.0, 0.0, 1.0*inv, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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];
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];
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static const float[VERTEX_COMPONENTS * 4] face_vertices_west =
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static const float[VERTEX_COMPONENTS * 4] face_vertices_west =
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@ -86,7 +86,7 @@ class UiWidget : VerticalLayout, CellVisitor {
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dirLightNode.translateX(2);
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dirLightNode.translateX(2);
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dirLightNode.translateY(3);
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dirLightNode.translateY(3);
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dirLightNode.translateZ(0);
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dirLightNode.translateZ(0);
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dirLightNode.light = Light.createPoint(vec3(2, 2, 2), 15); //Light.createDirectional(vec3(1, 0.5, 0.5));
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dirLightNode.light = Light.createPoint(vec3(12, 12, 12), 25); //Light.createDirectional(vec3(1, 0.5, 0.5));
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dirLightNode.light.enabled = true;
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dirLightNode.light.enabled = true;
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_scene.addChild(dirLightNode);
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_scene.addChild(dirLightNode);
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@ -134,8 +134,9 @@ class UiWidget : VerticalLayout, CellVisitor {
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updateMinerMesh();
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updateMinerMesh();
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Material minerMaterial = new Material(EffectId("textured.vert", "textured.frag", null), "blocks");
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Material minerMaterial = new Material(EffectId("textured.vert", "textured.frag", null), "blocks");
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minerMaterial.ambientColor = vec3(0.2,0.2,0.2);
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minerMaterial.ambientColor = vec3(0.05,0.05,0.05);
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minerMaterial.textureLinear = false;
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minerMaterial.textureLinear = false;
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minerMaterial.specular = true;
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Model minerDrawable = new Model(minerMaterial, _minerMesh);
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Model minerDrawable = new Model(minerMaterial, _minerMesh);
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Node3d minerNode = new Node3d("miner", minerDrawable);
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Node3d minerNode = new Node3d("miner", minerDrawable);
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_scene.addChild(minerNode);
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_scene.addChild(minerNode);
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@ -1240,7 +1240,7 @@ class GLObject(GLObjectTypes type, GLuint target = 0) {
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, linear ?
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, linear ?
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(!mipmap ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR) :
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(!mipmap ? GL_LINEAR : GL_LINEAR_MIPMAP_LINEAR) :
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(!mipmap ? GL_NEAREST : GL_LINEAR_MIPMAP_LINEAR)); //GL_NEAREST_MIPMAP_NEAREST
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(!mipmap ? GL_NEAREST : GL_NEAREST_MIPMAP_NEAREST)); //GL_NEAREST_MIPMAP_NEAREST
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checkError("filtering - glTexParameteri");
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checkError("filtering - glTexParameteri");
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if(clamp) {
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if(clamp) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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