some fixes for positioning problems
Change-Id: I4e970837ebe6867458e4a75c7cc323f8f6b3ecc8
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@@ -1287,7 +1287,7 @@ void OpenGL3DRenderer::RenderTextShape()
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PosVecf3 angle = {0.0f, 0.0f, 0.0f};
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PosVecf3 angle = {0.0f, 0.0f, 0.0f};
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PosVecf3 scale = {1.0, 1.0, 1.0f};
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PosVecf3 scale = {1.0, 1.0, 1.0f};
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MoveModelf(trans, angle, scale);
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MoveModelf(trans, angle, scale);
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m_MVP = m_Projection * m_View * m_Model;
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m_MVP = m_3DProjection * m_3DView * m_Model;
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glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_VertexBuffer);
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CHECK_GL_ERROR();
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CHECK_GL_ERROR();
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glBufferData(GL_ARRAY_BUFFER, sizeof(textInfo.vertex), textInfo.vertex, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(textInfo.vertex), textInfo.vertex, GL_STATIC_DRAW);
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@@ -1401,7 +1401,6 @@ void OpenGL3DRenderer::ProcessUnrenderedShape()
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CreateSceneBoxView();
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CreateSceneBoxView();
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glViewport(0, 0, m_iWidth, m_iHeight);
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glViewport(0, 0, m_iWidth, m_iHeight);
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glClearDepth(1.0f);
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glClearDepth(1.0f);
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glViewport(0, 0, m_iWidth, m_iHeight);
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClearColor(1.0, 1.0, 1.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Polygon
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//Polygon
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