enable polygon offset again

This commit is contained in:
Hannes Janetzek 2013-01-04 11:28:10 +01:00
parent c2f5755e64
commit 230f9b2828

View File

@ -192,7 +192,7 @@ public class BuildingOverlay2 extends RenderOverlay {
GLES20.glUniform1i(hBuildingMode, 0); GLES20.glUniform1i(hBuildingMode, 0);
first = false; first = false;
} }
GLES20.glPolygonOffset(1, 10); GLES20.glPolygonOffset(1, 40);
// GLES20.glPolygonOffset(0, drawCount += 10); // GLES20.glPolygonOffset(0, drawCount += 10);
// // seems there are not infinite offset units possible // // seems there are not infinite offset units possible
@ -220,12 +220,12 @@ public class BuildingOverlay2 extends RenderOverlay {
// enable color buffer, use depth mask // enable color buffer, use depth mask
GLRenderer.enableVertexArrays(hBuildingVertexPosition, hBuildingLightPosition); GLRenderer.enableVertexArrays(hBuildingVertexPosition, hBuildingLightPosition);
GLES20.glColorMask(true, true, true, true); GLES20.glColorMask(true, true, true, true);
GLES20.glDepthMask(false); //GLES20.glDepthMask(false);
GLES20.glDepthFunc(GLES20.GL_LEQUAL); GLES20.glDepthFunc(GLES20.GL_LEQUAL);
//GLES20.glDepthFunc(GLES20.GL_EQUAL); //GLES20.glDepthFunc(GLES20.GL_EQUAL);
//drawCount = 0; int drawCount = 40;
GLES20.glDisable(GLES20.GL_POLYGON_OFFSET_FILL); //GLES20.glEnbable(GLES20.GL_POLYGON_);
//GLES20.glPolygonOffset(0, -2); //GLES20.glPolygonOffset(0, -2);
for (int i = 0; i < mTileSet.cnt; i++) { for (int i = 0; i < mTileSet.cnt; i++) {
@ -236,10 +236,10 @@ public class BuildingOverlay2 extends RenderOverlay {
ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers; ExtrusionLayer el = (ExtrusionLayer) tiles[i].layers.extrusionLayers;
if (!el.compiled) if (!el.compiled)
continue; continue;
GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL);
// GLES20.glPolygonOffset(0, drawCount += 10); GLES20.glPolygonOffset(1, drawCount--);
// if (drawCount == 100) if (drawCount == 20)
// drawCount = 0; drawCount = 40;
setMatrix(pos, mv, proj, tiles[i], 1); setMatrix(pos, mv, proj, tiles[i], 1);
GLES20.glUniformMatrix4fv(hBuildingMatrix, 1, false, mv, 0); 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.GL_UNSIGNED_SHORT, el.mIndiceCnt[0] * 2);
GLES20.glUniform1i(hBuildingMode, 0); 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.glDrawElements(GLES20.GL_LINES, el.mIndiceCnt[3],
GLES20.GL_UNSIGNED_SHORT, GLES20.GL_UNSIGNED_SHORT,
(el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2); (el.mIndiceCnt[0] + el.mIndiceCnt[1] + el.mIndiceCnt[2]) * 2);