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https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-26 14:30:26 +00:00
Disable opengl texture loading for legacy
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parent
921b267b44
commit
ed2a3b8041
8 changed files with 18 additions and 5 deletions
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@ -208,7 +208,7 @@ namespace FirstPlugin
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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Vector3 lightDirection = new Vector3(0f, 0f, -1f);
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Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized();
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Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized();
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GL.Disable(EnableCap.Texture2D);
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GL.Enable(EnableCap.Texture2D);
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GL.Enable(EnableCap.DepthTest);
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GL.Enable(EnableCap.DepthTest);
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foreach (var model in models)
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foreach (var model in models)
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@ -217,6 +217,18 @@ namespace FirstPlugin
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{
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{
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if (Runtime.RenderModels && model.Checked && shape.Checked)
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if (Runtime.RenderModels && model.Checked && shape.Checked)
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{
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{
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var mat = shape.GetMaterial();
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/* foreach (var tex in mat.TextureMaps)
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{
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if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
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{
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int texId = BindTexture((MatTexture)tex, mat, mat.GetResFileU() != null);
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}
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}*/
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
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List<int> faces = shape.lodMeshes[shape.DisplayLODIndex].getDisplayFace();
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List<int> faces = shape.lodMeshes[shape.DisplayLODIndex].getDisplayFace();
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GL.Begin(PrimitiveType.Triangles);
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GL.Begin(PrimitiveType.Triangles);
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@ -225,6 +237,7 @@ namespace FirstPlugin
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Vertex vert = shape.vertices[index];
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Vertex vert = shape.vertices[index];
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float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f;
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float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f;
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GL.Color3(new Vector3(normal));
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GL.Color3(new Vector3(normal));
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GL.TexCoord2(vert.uv0);
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GL.Vertex3(vert.pos);
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GL.Vertex3(vert.pos);
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}
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}
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GL.End();
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GL.End();
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@ -568,10 +581,10 @@ namespace FirstPlugin
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// Bind the texture and create the uniform if the material has the right textures.
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// Bind the texture and create the uniform if the material has the right textures.
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if (hasTex)
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if (hasTex)
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{
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{
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GL.Uniform1(shader.GetUniformLocation(name), BindTexture(shader, mattex, mat, mat.GetResFileU() != null));
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GL.Uniform1(shader.GetUniformLocation(name), BindTexture(mattex, mat, mat.GetResFileU() != null));
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}
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}
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}
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}
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public static int BindTexture(SF.Shader shader, MatTexture tex, FMAT material, bool IsWiiU)
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public static int BindTexture(MatTexture tex, FMAT material, bool IsWiiU)
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{
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{
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BFRES bfres = (BFRES)material.Parent.Parent.Parent.Parent;
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BFRES bfres = (BFRES)material.Parent.Parent.Parent.Parent;
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if (material.Parent == null || bfres == null) //Bfres disposed
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if (material.Parent == null || bfres == null) //Bfres disposed
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@ -26,7 +26,7 @@ namespace Switch_Toolbox.Library.Rendering
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public void LoadOpenGLTexture(STGenericTexture GenericTexture)
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public void LoadOpenGLTexture(STGenericTexture GenericTexture)
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{
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{
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if (!Runtime.OpenTKInitialized || GLInitialized)
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if (!Runtime.OpenTKInitialized || GLInitialized || Runtime.UseLegacyGL)
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return;
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return;
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if (GenericTexture.ArrayCount <= 0)
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if (GenericTexture.ArrayCount <= 0)
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@ -173,7 +173,7 @@ namespace Switch_Toolbox.Library
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public static float normalsLineLength = 1;
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public static float normalsLineLength = 1;
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public static bool stereoscopy = false;
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public static bool stereoscopy = false;
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public static bool UseLegacyGL = false;
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public static bool UseLegacyGL = true;
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public static bool OpenTKInitialized = false;
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public static bool OpenTKInitialized = false;
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public static bool useNormalMap = true;
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public static bool useNormalMap = true;
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