disable experimental polygon pattern

This commit is contained in:
Hannes Janetzek 2013-06-17 05:40:43 +02:00
parent 6a68bc47f8
commit 08d5a0c86a

View File

@ -64,6 +64,8 @@ public final class PolygonRenderer {
private static PolygonLayer[] mFillPolys; private static PolygonLayer[] mFillPolys;
private static boolean enableTexture = false;
private static int numShaders = 2; private static int numShaders = 2;
private static int polyShader = 0; private static int polyShader = 0;
private static int texShader = 1; private static int texShader = 1;
@ -108,11 +110,11 @@ public final class PolygonRenderer {
} }
mFillPolys = new PolygonLayer[STENCIL_BITS]; mFillPolys = new PolygonLayer[STENCIL_BITS];
if (enableTexture) {
mTexWood = loadSprite("jar:grass3.png"); mTexWood = loadSprite("jar:grass3.png");
mTexWater = loadSprite("jar:water2.png"); mTexWater = loadSprite("jar:water2.png");
mTexGrass = loadSprite("jar:grass2.png"); mTexGrass = loadSprite("jar:grass2.png");
}
return true; return true;
} }
@ -136,7 +138,8 @@ public final class PolygonRenderer {
return textures[0]; return textures[0];
} }
private static void fillPolygons(Matrices m, int start, int end, int zoom, float scale, float div) { private static void fillPolygons(Matrices m, int start, int end, int zoom, float scale,
float div) {
/* draw to framebuffer */ /* draw to framebuffer */
glColorMask(true, true, true, true); glColorMask(true, true, true, true);
@ -147,8 +150,9 @@ public final class PolygonRenderer {
for (int c = start; c < end; c++) { for (int c = start; c < end; c++) {
Area a = mFillPolys[c].area; Area a = mFillPolys[c].area;
if (enableTexture && (a.color == 0xFFAFC5E3
if (a.color == 0xFFAFC5E3 || a.color == 0xffd1dbc7 || a.color == 0xffa3ca7b) { || a.color == 0xffd1dbc7
|| a.color == 0xffa3ca7b)) {
shader = texShader; shader = texShader;
setShader(texShader, m); setShader(texShader, m);
@ -261,7 +265,6 @@ public final class PolygonRenderer {
int start = cur; int start = cur;
Layer l = layer; Layer l = layer;
for (; l != null && l.type == Layer.POLYGON; l = l.next) { for (; l != null && l.type == Layer.POLYGON; l = l.next) {
PolygonLayer pl = (PolygonLayer) l; PolygonLayer pl = (PolygonLayer) l;