using now 3d asteroids

This commit is contained in:
martin
2011-06-13 19:21:39 +02:00
parent 5c58595f35
commit 419ebc8783
2 changed files with 27 additions and 28 deletions
+5 -12
View File
@@ -651,9 +651,6 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
std::map<std::string, GLuint>::const_iterator iter;
GLuint texture = 0;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
{
pMesh = &obj_model->getMesh(i);
@@ -721,7 +718,7 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
} else {
LogMessage ("bumpmap %s not found", pMaterial->bumpMapFilename.c_str());
LogError ("bumpmap %s not found", pMaterial->bumpMapFilename.c_str());
}
// Bind the color map texture.
@@ -735,7 +732,7 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
if (iter != mGLTextures.end()) {
texture = iter->second;
} else {
LogMessage ("color map %s not found", pMaterial->colorMapFilename.c_str());
LogError ("color map %s not found", pMaterial->colorMapFilename.c_str());
}
}
@@ -812,17 +809,13 @@ void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
// as we might be using multiple textures (at least for the normal mapping
// case) we have to disable both textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glUseProgram(0);
glDisable(GL_BLEND);
// disable texture drawing
// glDisable(GL_TEXTURE_2D);
}
/*