Fix debug collision renders

This commit is contained in:
2024-04-07 12:39:46 -04:00
parent f9ba0cebf5
commit 248f58048e
3 changed files with 10 additions and 5 deletions

View File

@@ -1,4 +1,4 @@
Fullscreen: 0 Fullscreen: 0
Resolution: 1152 864 Resolution: 1152 864
Debug: 0 Debug: 1
CameraFOV: 72.5 CameraFOV: 72.5

View File

@@ -55,10 +55,10 @@ void Engine::initGL()
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_VERTEX_ARRAY); glEnable(GL_VERTEX_ARRAY);
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//glEnable(GL_ALPHA_TEST); //glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER, 0.05f); //Anything with an opacity of less than 5% gets thrown out //glAlphaFunc(GL_GREATER, 0.05f); //Anything with an opacity of less than 5% gets thrown out
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//glEnable(GL_LIGHT0);
//glEnable(GL_COLOR_MATERIAL); //glEnable(GL_COLOR_MATERIAL);
//glDepthRange(-0.5f,0.5f); //glDepthRange(-0.5f,0.5f);
} }

View File

@@ -208,6 +208,7 @@ void Entity::render() {
for (int j = 0; j <= i; j++) { for (int j = 0; j <= i; j++) {
glActiveTexture(GL_TEXTURE1 + j); glActiveTexture(GL_TEXTURE1 + j);
glClientActiveTexture(GL_TEXTURE1 + j); glClientActiveTexture(GL_TEXTURE1 + j);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -220,14 +221,18 @@ void Entity::render() {
glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} }
glPopMatrix();
if (engine->debug) { if (engine->debug) {
glDisable(GL_LIGHTING);
glPushMatrix();
glColor4f(1, 0, 0, 1); glColor4f(1, 0, 0, 1);
glTranslatef(0, 0, 0); glTranslatef(0, 0, 0);
getCollider().draw(); getCollider().draw();
glColor4f(1, 1, 1,1); glColor4f(1, 1, 1, 1);
glPopMatrix();
glEnable(GL_LIGHTING);
} }
glPopMatrix();
} }
bool Entity::isCollidingWith(Entity *entity) { bool Entity::isCollidingWith(Entity *entity) {