Fixed [Color|Texture]Background not rendering

Former-commit-id: a3bb4bd62176fea7ba88993b445b55e72c2c1835
This commit is contained in:
Lynix 2013-09-07 22:06:50 +02:00
parent 7d2981d9a2
commit ffb993c864
2 changed files with 9 additions and 7 deletions

View File

@ -14,7 +14,7 @@ namespace
{
NzRenderStates states;
states.depthFunc = nzRendererComparison_Equal;
states.faceCulling = nzFaceSide_Front;
states.faceCulling = nzFaceSide_Back;
states.parameters[nzRendererParameter_DepthBuffer] = true;
states.parameters[nzRendererParameter_DepthWrite] = false;
states.parameters[nzRendererParameter_FaceCulling] = true;
@ -34,8 +34,6 @@ m_color(color)
params.fullscreenQuad.diffuseMapping = false;
m_program = NzShaderProgramManager::Get(params);
m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
}
void NzColorBackground::Draw(const NzScene* scene) const
@ -47,6 +45,9 @@ void NzColorBackground::Draw(const NzScene* scene) const
NzRenderer::SetRenderStates(states);
NzRenderer::SetShaderProgram(m_program);
m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), m_color);
m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
NzRenderer::DrawFullscreenQuad();
}

View File

@ -14,7 +14,7 @@ namespace
{
NzRenderStates states;
states.depthFunc = nzRendererComparison_Equal;
states.faceCulling = nzFaceSide_Front;
states.faceCulling = nzFaceSide_Back;
states.parameters[nzRendererParameter_DepthBuffer] = true;
states.parameters[nzRendererParameter_DepthWrite] = false;
states.parameters[nzRendererParameter_FaceCulling] = true;
@ -33,9 +33,6 @@ NzTextureBackground::NzTextureBackground()
params.fullscreenQuad.diffuseMapping = true;
m_program = NzShaderProgramManager::Get(params);
m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
}
NzTextureBackground::NzTextureBackground(NzTexture* texture) :
@ -54,6 +51,10 @@ void NzTextureBackground::Draw(const NzScene* scene) const
NzRenderer::SetShaderProgram(m_program);
NzRenderer::SetTexture(0, m_texture);
m_program->SendColor(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuse), NzColor::White);
m_program->SendFloat(m_program->GetUniformLocation(nzShaderUniform_VertexDepth), 1.f);
m_program->SendInteger(m_program->GetUniformLocation(nzShaderUniform_MaterialDiffuseMap), 0);
NzRenderer::DrawFullscreenQuad();
}