diff --git a/game/renderer_polygon_3d/gameobjects.frag b/game/renderer_polygon_3d/gameobjects.frag index 023123d..10278bc 100644 --- a/game/renderer_polygon_3d/gameobjects.frag +++ b/game/renderer_polygon_3d/gameobjects.frag @@ -18,7 +18,7 @@ void main() //todo materials (& light color) vec4 IAmbient = vec4(0.2f, 0.2f, 0.2f, 1.0f); - vec4 IDiffuse = vec4(1.0f, 1.0f, 1.0f, 0.0f) * max(dot(normal, lightvec), 0.0); + vec4 IDiffuse = vec4(color, 0.0f) * max(dot(normal, lightvec), 0.0); //todo shininess vec4 ISpecular = vec4(1.0f, 0.0f, 0.0f, 0.0f) * pow(max(dot(Reflected, Eye), 0.0), 3); diff --git a/game/renderer_polygon_3d/renderer_polygon_3d.cpp b/game/renderer_polygon_3d/renderer_polygon_3d.cpp index 86e650c..2c3ffea 100644 --- a/game/renderer_polygon_3d/renderer_polygon_3d.cpp +++ b/game/renderer_polygon_3d/renderer_polygon_3d.cpp @@ -73,12 +73,12 @@ namespace endofthejedi { renderShips(); renderMissiles(); - renderTraces(); - //glDisable(GL_DEPTH_TEST); renderParticles(); //glEnable(GL_DEPTH_TEST); + renderTraces(); + //glColor3f(1.0, 0.0, 0.0); //glBegin(GL_QUADS); //glVertex2f(-1.0f, -1.0f); @@ -249,16 +249,6 @@ namespace endofthejedi { void RendererPolygon3d::renderTraces() { - //std::vector points; - //points.push_back(glm::vec2(0.0, 0.0)); - //points.push_back(glm::vec2(0.1, 0.02)); - //points.push_back(glm::vec2(0.2, 0.05)); - //points.push_back(glm::vec2(0.3, 0.1)); - //points.push_back(glm::vec2(0.4, 0.2)); - //points.push_back(glm::vec2(0.5, 0.4)); - //points.push_back(glm::vec2(0.6, 0.8)); - //points.push_back(glm::vec2(0.7, 1.0)); - // revert to default glUseProgram(0); @@ -269,7 +259,7 @@ namespace endofthejedi { fade_out = 1.0 - (trace->age / trace->maxAge); } - glColor3f(0.0, 0.3/fade_out, 1.0/fade_out); + glColor3f(0.0, 0.0, 1.0/fade_out); glBegin(GL_LINE_STRIP); for (const game::Trace::TracePoint &tp : trace->points) { glVertex2f(tp.position.x, tp.position.y);