Added pointcloud material property support, just as the wireframe with some overhead (though without render artifacts).
Fixed anisotropy handling. git-svn-id: http://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@2380 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1007,10 +1007,7 @@ void COGLES1Driver::drawVertexPrimitiveList2d3d(const void* vertices, u32 vertex
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glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, indexSize, indexList);
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break;
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case scene::EPT_TRIANGLES:
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if (LastMaterial.Wireframe)
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glDrawElements(GL_LINES, primitiveCount*3, indexSize, indexList);
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else
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glDrawElements(GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
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glDrawElements((LastMaterial.Wireframe)?GL_LINES:(LastMaterial.PointCloud)?GL_POINTS:GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
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break;
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case scene::EPT_QUAD_STRIP:
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// TODO ogl-es
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@ -1751,7 +1748,7 @@ void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMater
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#ifdef GL_EXT_texture_filter_anisotropic
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if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic])
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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material.TextureLayer[i].AnisotropicFilter ? MaxAnisotropy : 1.0f );
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material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
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#endif
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}
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