fixed transparency
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c80833393b
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155c33cfd5
@ -490,7 +490,6 @@ void renderScene(GLFWwindow* window)
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//draw texture with PBR
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drawObjectPBRWithTexture(models::floorContext, glm::mat4(), texture::floorTexture, 0.8f, 0.0f);
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drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f);
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drawObjectPBRWithTexture(models::roomContext, glm::mat4(), texture::roomTexture, 0.8f, 0.0f);
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drawObjectPBRWithTexture(models::landContext, glm::mat4(), texture::landTexture, 0.5f, 0.0f);
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drawObjectPBRWithTexture(models::sofaBaseContext, glm::mat4(), texture::sofaBaseTexture, 0.5f, 0.0f);
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@ -513,6 +512,9 @@ void renderScene(GLFWwindow* window)
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//glBindTexture(GL_TEXTURE_2D, depthMap);
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//Core::DrawContext(models::testContext);
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//objects with textures that contain transparency should be drawn here (last)
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drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f);
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glUseProgram(0);
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glfwSwapBuffers(window);
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}
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@ -579,10 +581,10 @@ void init(GLFWwindow* window)
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//loading textures
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//textures that contain transparency should be here
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//textures that contain transparency should be loaded here
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texture::glassWallTexture = Core::LoadTexture("textures/glass.png");
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glDisable(GL_BLEND);
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programTex = shaderLoader.CreateProgram("shaders/shader_texture.vert", "shaders/shader_texture.frag");
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texture::glassWallTexture = Core::LoadTexture("textures/glass.jpg");
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texture::fishTexture = Core::LoadTexture("textures/fish.png");
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texture::roomTexture = Core::LoadTexture("textures/wall.jpg");
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texture::sofaBaseTexture = Core::LoadTexture("textures/sofa.jpg");
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