improvments for shaders
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4
BUGS
4
BUGS
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@ -7,4 +7,6 @@ game map text message boxes is not displayed like tibia
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name/shields doesnt follow the creature when walking on parcels
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name/shields doesnt follow the creature when walking on parcels
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hotkeys wont work with caps lock
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hotkeys wont work with caps lock
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hotkeys works while windows are locked, it shouldnt
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hotkeys works while windows are locked, it shouldnt
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some animated hits are displayed as 2 hits instead of one
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some animated hits are displayed as 2 hits instead of one
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numpad on windows doesn't work correctly
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skulls is rendering outside map bounds
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@ -36,7 +36,7 @@ bool PainterShaderProgram::link()
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bindUniformLocation(COLOR_UNIFORM, "color");
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bindUniformLocation(COLOR_UNIFORM, "color");
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bindUniformLocation(OPACITY_UNIFORM, "opacity");
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bindUniformLocation(OPACITY_UNIFORM, "opacity");
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bindUniformLocation(TEXTURE_UNIFORM, "texture");
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bindUniformLocation(TEXTURE_UNIFORM, "texture");
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bindUniformLocation(TIME_UNIFORM, "ticks");
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bindUniformLocation(TIME_UNIFORM, "time");
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return true;
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return true;
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}
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}
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m_startTimer.restart();
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m_startTimer.restart();
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@ -86,8 +86,8 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_size.width(), m_size.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
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// disable texture border
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// disable texture border
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// nearest filtering (non smooth)
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// nearest filtering (non smooth)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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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)
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void Game::processConnectionError(const boost::system::error_code& error)
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void Game::processConnectionError(const boost::system::error_code& error)
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{
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{
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// connection errors only have meaning if we still have a protocol
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// connection errors only have meaning if we still have a protocol
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dump << "disconnected: connection error = " << error.message();
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if(m_protocolGame) {
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if(m_protocolGame) {
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if(error != asio::error::eof)
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if(error != asio::error::eof)
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g_lua.callGlobalField("Game", "onConnectionError", error.message());
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g_lua.callGlobalField("Game", "onConnectionError", error.message());
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