mirror of
https://github.com/Nexoniarz/Fry3DX.git
synced 2026-11-03 12:34:27 +00:00
Close up no longer falls apart: how near the nearest thing is goes by each object's box (not a ball round it: inside a big or long flat one's ball it came to nothing, the near plane with it, and surfaces fought each other in blocks, jittering, the sky and grid gone), the near plane a quarter of the way to it; reference pictures count too. Grid lines meet exactly where their pieces join (no crawling dots): a streak's ends each face the eye, each its own width; pieces a quarter further from the eye each. The depth pre-pass waited on before the scene uses it; the same depth in both (invariant)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
d313a9452a
commit
9d9557117a
9 changed files with 102 additions and 51 deletions
|
|
@ -98,9 +98,9 @@ public:
|
|||
// A particle: a camera-facing square `size` across, unlit (color can be HDR-bright).
|
||||
// additive: light added on (fire, sparks, flashes); else blended (smoke, dust).
|
||||
void drawSprite(const glm::vec3& at, float size, const glm::vec4& color, TextureId texture, float rotation = 0.0f, bool additive = true);
|
||||
// A sprite stretched from `from` to `to`, `width` across, turned to face the eye as much as
|
||||
// it can (rain).
|
||||
void drawStreak(const glm::vec3& from, const glm::vec3& to, float width, const glm::vec4& color, TextureId texture, bool additive = false);
|
||||
// A sprite stretched from `from` to `to`, `width` across (`widthTo` at `to`: < 0, the same),
|
||||
// each end turned to face the eye as much as it can (rain; lines drawn in pieces meet exactly).
|
||||
void drawStreak(const glm::vec3& from, const glm::vec3& to, float width, const glm::vec4& color, TextureId texture, bool additive = false, float widthTo = -1.0f);
|
||||
// skin: one matrix per joint (anim::skinMatrices) for skinned models; ignored otherwise.
|
||||
// lighting: probe light for moving things (nullptr = lightmap or simple sun shading).
|
||||
void drawModel(ModelId model, const glm::mat4& transform, const glm::vec4& tint = glm::vec4(1.0f),
|
||||
|
|
|
|||
Loading…
Reference in a new issue