fix ballista rendering

This commit is contained in:
Skarn
2021-11-19 20:02:57 +03:00
parent 407602e223
commit 3cae4f1b19
2 changed files with 2 additions and 8 deletions

View File

@@ -243,6 +243,7 @@ void main()
{
discard;
}
// apply world lighting
vec3 currColor;
vec3 lDiffuse = vec3(0.0, 0.0, 0.0);

View File

@@ -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);
}