fix ballista rendering
This commit is contained in:
@@ -243,6 +243,7 @@ void main()
|
||||
{
|
||||
discard;
|
||||
}
|
||||
|
||||
// apply world lighting
|
||||
vec3 currColor;
|
||||
vec3 lDiffuse = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
@@ -640,14 +640,7 @@ bool ModelRenderPass::prepare_draw(opengl::scoped::use_program& m2_shader, Model
|
||||
mesh_color.w = m->_colors[color_index].opacity.getValue (m->_current_anim_seq, m->_anim_time, m->_global_animtime);
|
||||
}
|
||||
|
||||
if (renderflag.flags.unlit)
|
||||
{
|
||||
mesh_color.x = c.x; mesh_color.y = c.y; mesh_color.z = c.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
mesh_color.x = mesh_color.y = mesh_color.z = 0;
|
||||
}
|
||||
mesh_color.x = c.x; mesh_color.y = c.y; mesh_color.z = c.z;
|
||||
|
||||
emissive_color = glm::vec4(c.x,c.y,c.z, mesh_color.w);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user