forked from Kolyah35/minecraft-pe-0.6.1
Attempt to fix Normal Lighting and Shadows on Android, also disabled fancy trees temporarily due to performance issues on android.
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@@ -375,7 +375,9 @@ void ItemInHandRenderer::render( float a )
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}
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glEnableClientState2(GL_VERTEX_ARRAY);
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glEnableClientState2(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState2(GL_NORMAL_ARRAY);
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renderItem(player, item);
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glDisableClientState2(GL_NORMAL_ARRAY);
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glDisableClientState2(GL_VERTEX_ARRAY);
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glDisableClientState2(GL_TEXTURE_COORD_ARRAY);
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glPopMatrix2();
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@@ -394,7 +396,8 @@ void ItemInHandRenderer::render( float a )
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glTranslatef2(0.8f * d, -0.75f * d - (1 - h) * 0.6f, -0.9f * d);
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glRotatef2(45, 0, 1, 0);
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glEnable2(GL_RESCALE_NORMAL);
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// glEnable2(GL_RESCALE_NORMAL);
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glEnable(GL_NORMALIZE);
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glRotatef2(swing2 * 70, 0, 1, 0);
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glRotatef2(-swing3 * 20, 0, 0, 1);
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// glRotatef2(-swing2 * 80, 1, 0, 0);
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@@ -187,7 +187,7 @@ void EntityRenderer::renderShadow(Entity* e, float x, float y, float z, float po
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//Textures* textures = entityRenderDispatcher->textures;
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//textures->bind(textures->loadTexture("%clamp%/environment/shadow.png"));
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Textures* textures = entityRenderDispatcher->textures;
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textures->bind(textures->loadTexture("/misc/shadow.png"));
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textures->loadAndBindTexture(("/misc/shadow.png"));
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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_T, GL_CLAMP_TO_EDGE);
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@@ -12,7 +12,7 @@
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#if defined(ANDROID) || defined(__APPLE__) || defined(RPI)
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#define OPENGL_ES
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#endif
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#define GLES_SILENCE_DEPRECATION
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// Other systems might run it, if they #define OPENGL_ES
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// #if defined(OPENGL_ES) // || defined(ANDROID)
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#define USE_VBO
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