diff --git a/src/org/oscim/renderer/overlays/BuildingOverlay2.java b/src/org/oscim/renderer/overlays/BuildingOverlay2.java index 9a50a7f3..ef4d5749 100644 --- a/src/org/oscim/renderer/overlays/BuildingOverlay2.java +++ b/src/org/oscim/renderer/overlays/BuildingOverlay2.java @@ -192,7 +192,7 @@ public class BuildingOverlay2 extends RenderOverlay { GLES20.glUniform1i(hBuildingMode, 0); first = false; } - GLES20.glPolygonOffset(1, 10); + GLES20.glPolygonOffset(1, 40); // GLES20.glPolygonOffset(0, drawCount += 10); // // seems there are not infinite offset units possible @@ -220,12 +220,12 @@ public class BuildingOverlay2 extends RenderOverlay { // enable color buffer, use depth mask GLRenderer.enableVertexArrays(hBuildingVertexPosition, hBuildingLightPosition); GLES20.glColorMask(true, true, true, true); - GLES20.glDepthMask(false); + //GLES20.glDepthMask(false); GLES20.glDepthFunc(GLES20.GL_LEQUAL); //GLES20.glDepthFunc(GLES20.GL_EQUAL); - //drawCount = 0; - GLES20.glDisable(GLES20.GL_POLYGON_OFFSET_FILL); + int drawCount = 40; + //GLES20.glEnbable(GLES20.GL_POLYGON_); //GLES20.glPolygonOffset(0, -2); for (int i = 0; i < mTileSet.cnt; i++) { @@ -236,10 +236,10 @@ public class BuildingOverlay2 extends RenderOverlay { ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers; if (!el.compiled) continue; - - // GLES20.glPolygonOffset(0, drawCount += 10); - // if (drawCount == 100) - // drawCount = 0; + GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL); + GLES20.glPolygonOffset(1, drawCount--); + if (drawCount == 20) + drawCount = 40; setMatrix(pos, mv, proj, tiles[i], 1); GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0); @@ -278,8 +278,8 @@ public class BuildingOverlay2 extends RenderOverlay { GLES20.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2); GLES20.glUniform1i(hBuildingMode, 0); - GLES20.glUniform4f(hBuildingColor, 0.7f, 0.7f, 0.72f, 1.0f); - + GLES20.glUniform4f(hBuildingColor, 0.75f, 0.75f, 0.75f, 1.0f); + GLES20.glDisable(GLES20.GL_POLYGON_OFFSET_FILL); GLES20.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3], GLES20.GL_UNSIGNED_SHORT, (el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2);