medfall

A super great game engine
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commit ccdd57d8674881500b5ea2f94ab171609c3775fd
parent 37dc01a237b743f0cb004c03ea2923f57d4e7df9
Author: Michael Savage <mikejsavage@gmail.com>
Date:   Sun, 29 Oct 2017 19:08:46 +0200

More backface culling fixes

Diffstat:
hm.cc | 9++++-----
1 file changed, 4 insertions(+), 5 deletions(-)

diff --git a/hm.cc b/hm.cc @@ -314,7 +314,6 @@ GAME_FRAME( game_frame ) { render_state.shader = get_shader( SHADER_TREE ); render_state.uniforms[ UNIFORMS_VIEW ] = view_uniforms; render_state.uniforms[ UNIFORMS_SUN ] = renderer_uniforms( sun_dir ); - render_state.cull_face = CULLFACE_FRONT; renderer_draw_instances( tree_mesh, render_state, num_trees, instance_data ); } @@ -326,26 +325,26 @@ GAME_FRAME( game_frame ) { const v4 red( 1, 0, 0, 1 ); immediate_triangle( - v3( -crosshair_length, -crosshair_thickness, 0 ), v3( -crosshair_length, crosshair_thickness, 0 ), + v3( -crosshair_length, -crosshair_thickness, 0 ), v3( crosshair_length, crosshair_thickness, 0 ), red ); immediate_triangle( - v3( crosshair_length, crosshair_thickness, 0 ), v3( crosshair_length, -crosshair_thickness, 0 ), + v3( crosshair_length, crosshair_thickness, 0 ), v3( -crosshair_length, -crosshair_thickness, 0 ), red ); immediate_triangle( - v3( -crosshair_thickness / aspect, crosshair_length * aspect, 0 ), v3( crosshair_thickness / aspect, crosshair_length * aspect, 0 ), + v3( -crosshair_thickness / aspect, crosshair_length * aspect, 0 ), v3( crosshair_thickness / aspect, -crosshair_length * aspect, 0 ), red ); immediate_triangle( - v3( crosshair_thickness / aspect, -crosshair_length * aspect, 0 ), v3( -crosshair_thickness / aspect, -crosshair_length * aspect, 0 ), + v3( crosshair_thickness / aspect, -crosshair_length * aspect, 0 ), v3( -crosshair_thickness / aspect, crosshair_length * aspect, 0 ), red );