[Scummvm-git-logs] scummvm master -> 8d87f9aa78d89f5a000c30d60e522897c8f3d94c

aquadran noreply at scummvm.org
Thu Dec 9 08:26:18 UTC 2021


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
8d87f9aa78 STARK: Fixed shadow rendering


Commit: 8d87f9aa78d89f5a000c30d60e522897c8f3d94c
    https://github.com/scummvm/scummvm/commit/8d87f9aa78d89f5a000c30d60e522897c8f3d94c
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2021-12-09T09:26:12+01:00

Commit Message:
STARK: Fixed shadow rendering

Changed paths:
    engines/stark/gfx/openglactor.cpp
    engines/stark/gfx/tinyglactor.cpp


diff --git a/engines/stark/gfx/openglactor.cpp b/engines/stark/gfx/openglactor.cpp
index e68150d4aa..37d4e667ca 100644
--- a/engines/stark/gfx/openglactor.cpp
+++ b/engines/stark/gfx/openglactor.cpp
@@ -291,22 +291,14 @@ void OpenGLActorRenderer::render(const Math::Vector3d &position, float direction
 		if (!_gfx->computeLightsEnabled())
 			glDisable(GL_LIGHTING);
 
-		glMatrixMode(GL_PROJECTION);
-		glLoadMatrixf(projectionMatrix.getData());
-
-		glMatrixMode(GL_MODELVIEW);
-		glLoadMatrixf(mvp.getData());
-
 		glColor4f(0.0f, 0.0f, 0.0f, 0.5f);
 
 		for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
-			auto vertexIndices = _faceEBO[*face];
-
 			glEnableClientState(GL_VERTEX_ARRAY);
 
 			glVertexPointer(3, GL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].sx);
 
-			glDrawElements(GL_TRIANGLES, (*face)->vertexIndices.size(), GL_UNSIGNED_INT, vertexIndices);
+			glDrawElements(GL_TRIANGLES, (*face)->vertexIndices.size(), GL_UNSIGNED_INT, _faceEBO[*face]);
 
 			glDisableClientState(GL_VERTEX_ARRAY);
 		}
diff --git a/engines/stark/gfx/tinyglactor.cpp b/engines/stark/gfx/tinyglactor.cpp
index 9940214bdd..994c31d1e8 100644
--- a/engines/stark/gfx/tinyglactor.cpp
+++ b/engines/stark/gfx/tinyglactor.cpp
@@ -259,22 +259,14 @@ void TinyGLActorRenderer::render(const Math::Vector3d &position, float direction
 		//tglEnable(TGL_STENCIL_TEST);
 		tglDisable(TGL_TEXTURE_2D);
 
-		tglMatrixMode(TGL_PROJECTION);
-		tglLoadMatrixf(projectionMatrix.getData());
-
-		tglMatrixMode(TGL_MODELVIEW);
-		tglLoadMatrixf(mvp.getData());
-
 		tglColor4f(0.0f, 0.0f, 0.0f, 0.5f);
 
 		for (Common::Array<Face *>::const_iterator face = faces.begin(); face != faces.end(); ++face) {
-			auto vertexIndices = _faceEBO[*face];
-
 			tglEnableClientState(TGL_VERTEX_ARRAY);
 
 			tglVertexPointer(3, TGL_FLOAT, sizeof(ActorVertex), &_faceVBO[0].sx);
 
-			tglDrawElements(TGL_TRIANGLES, (*face)->vertexIndices.size(), TGL_UNSIGNED_INT, vertexIndices);
+			tglDrawElements(TGL_TRIANGLES, (*face)->vertexIndices.size(), TGL_UNSIGNED_INT, _faceEBO[*face]);
 
 			tglDisableClientState(TGL_VERTEX_ARRAY);
 		}




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