improvments for shaders

This commit is contained in:
Eduardo Bart 2012-01-11 21:00:42 -02:00
parent 5bc939a091
commit bb768f43c0
4 changed files with 6 additions and 5 deletions

2
BUGS
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@ -8,3 +8,5 @@ name/shields doesnt follow the creature when walking on parcels
hotkeys wont work with caps lock hotkeys wont work with caps lock
hotkeys works while windows are locked, it shouldnt hotkeys works while windows are locked, it shouldnt
some animated hits are displayed as 2 hits instead of one some animated hits are displayed as 2 hits instead of one
numpad on windows doesn't work correctly
skulls is rendering outside map bounds

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@ -36,7 +36,7 @@ bool PainterShaderProgram::link()
bindUniformLocation(COLOR_UNIFORM, "color"); bindUniformLocation(COLOR_UNIFORM, "color");
bindUniformLocation(OPACITY_UNIFORM, "opacity"); bindUniformLocation(OPACITY_UNIFORM, "opacity");
bindUniformLocation(TEXTURE_UNIFORM, "texture"); bindUniformLocation(TEXTURE_UNIFORM, "texture");
bindUniformLocation(TIME_UNIFORM, "ticks"); bindUniformLocation(TIME_UNIFORM, "time");
return true; return true;
} }
m_startTimer.restart(); m_startTimer.restart();

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@ -86,8 +86,8 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
// disable texture border // disable texture border
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// nearest filtering (non smooth) // nearest filtering (non smooth)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

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@ -66,7 +66,6 @@ void Game::processLoginError(const std::string& error)
void Game::processConnectionError(const boost::system::error_code& error) void Game::processConnectionError(const boost::system::error_code& error)
{ {
// connection errors only have meaning if we still have a protocol // connection errors only have meaning if we still have a protocol
dump << "disconnected: connection error = " << error.message();
if(m_protocolGame) { if(m_protocolGame) {
if(error != asio::error::eof) if(error != asio::error::eof)
g_lua.callGlobalField("Game", "onConnectionError", error.message()); g_lua.callGlobalField("Game", "onConnectionError", error.message());