[Scummvm-git-logs] scummvm master -> ce0427e130862c85fddc8ebf1ddfdd0d88f3d9eb

aquadran noreply at scummvm.org
Sat Jun 18 16:55:39 UTC 2022


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:
ce0427e130 GRIM: Moved debug color shadow draw


Commit: ce0427e130862c85fddc8ebf1ddfdd0d88f3d9eb
    https://github.com/scummvm/scummvm/commit/ce0427e130862c85fddc8ebf1ddfdd0d88f3d9eb
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2022-06-18T18:55:35+02:00

Commit Message:
GRIM: Moved debug color shadow draw

Changed paths:
    engines/grim/gfx_opengl.cpp
    engines/grim/gfx_tinygl.cpp


diff --git a/engines/grim/gfx_opengl.cpp b/engines/grim/gfx_opengl.cpp
index d17c7fce5d1..a235ce38863 100644
--- a/engines/grim/gfx_opengl.cpp
+++ b/engines/grim/gfx_opengl.cpp
@@ -537,12 +537,12 @@ void GfxOpenGL::startActorDraw(const Actor *actor) {
 		glEnable(GL_POLYGON_OFFSET_FILL);
 		glDisable(GL_LIGHTING);
 		glDisable(GL_TEXTURE_2D);
-		// glColor3f(0.0f, 1.0f, 0.0f); // debug draw color
 		if (g_grim->getGameType() == GType_GRIM) {
 			glColor3ub(_shadowColorR, _shadowColorG, _shadowColorB);
 		} else {
 			glColor3ub(_currentShadowArray->color.getRed(), _currentShadowArray->color.getGreen(), _currentShadowArray->color.getBlue());
 		}
+		//glColor3f(0.0f, 1.0f, 0.0f); // debug draw color
 		shadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
 	}
 
diff --git a/engines/grim/gfx_tinygl.cpp b/engines/grim/gfx_tinygl.cpp
index cc6b5641f7f..d6df0a764a8 100644
--- a/engines/grim/gfx_tinygl.cpp
+++ b/engines/grim/gfx_tinygl.cpp
@@ -471,12 +471,12 @@ void GfxTinyGL::startActorDraw(const Actor *actor) {
 		tglEnable(TGL_POLYGON_OFFSET_FILL);
 		tglDisable(TGL_LIGHTING);
 		tglDisable(TGL_TEXTURE_2D);
-		//tglColor3f(0.0f, 1.0f, 0.0f); // debug draw color
 		if (g_grim->getGameType() == GType_GRIM) {
 			tglColor3ub(_shadowColorR, _shadowColorG, _shadowColorB);
 		} else {
 			tglColor3ub(_currentShadowArray->color.getRed(), _currentShadowArray->color.getGreen(), _currentShadowArray->color.getBlue());
 		}
+		//tglColor3f(0.0f, 1.0f, 0.0f); // debug draw color
 		shadowProjection(_currentShadowArray->pos, shadowSector->getVertices()[0], shadowSector->getNormal(), _currentShadowArray->dontNegate);
 	}
 




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