mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-29 16:00:32 +00:00
Disable opengl texture loading for legacy
This commit is contained in:
parent
921b267b44
commit
ed2a3b8041
8 changed files with 18 additions and 5 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -208,7 +208,7 @@ namespace FirstPlugin
|
|||
Vector3 lightDirection = new Vector3(0f, 0f, -1f);
|
||||
Vector3 difLightDirection = Vector3.TransformNormal(lightDirection, invertedCamera).Normalized();
|
||||
|
||||
GL.Disable(EnableCap.Texture2D);
|
||||
GL.Enable(EnableCap.Texture2D);
|
||||
GL.Enable(EnableCap.DepthTest);
|
||||
|
||||
foreach (var model in models)
|
||||
|
@ -217,6 +217,18 @@ namespace FirstPlugin
|
|||
{
|
||||
if (Runtime.RenderModels && model.Checked && shape.Checked)
|
||||
{
|
||||
var mat = shape.GetMaterial();
|
||||
/* foreach (var tex in mat.TextureMaps)
|
||||
{
|
||||
if (tex.Type == STGenericMatTexture.TextureType.Diffuse)
|
||||
{
|
||||
int texId = BindTexture((MatTexture)tex, mat, mat.GetResFileU() != null);
|
||||
}
|
||||
}*/
|
||||
|
||||
GL.ActiveTexture(TextureUnit.Texture0);
|
||||
GL.BindTexture(TextureTarget.Texture2D, RenderTools.defaultTex.RenderableTex.TexID);
|
||||
|
||||
List<int> faces = shape.lodMeshes[shape.DisplayLODIndex].getDisplayFace();
|
||||
|
||||
GL.Begin(PrimitiveType.Triangles);
|
||||
|
@ -225,6 +237,7 @@ namespace FirstPlugin
|
|||
Vertex vert = shape.vertices[index];
|
||||
float normal = Vector3.Dot(difLightDirection, vert.nrm) * 0.5f + 0.5f;
|
||||
GL.Color3(new Vector3(normal));
|
||||
GL.TexCoord2(vert.uv0);
|
||||
GL.Vertex3(vert.pos);
|
||||
}
|
||||
GL.End();
|
||||
|
@ -568,10 +581,10 @@ namespace FirstPlugin
|
|||
// Bind the texture and create the uniform if the material has the right textures.
|
||||
if (hasTex)
|
||||
{
|
||||
GL.Uniform1(shader.GetUniformLocation(name), BindTexture(shader, mattex, mat, mat.GetResFileU() != null));
|
||||
GL.Uniform1(shader.GetUniformLocation(name), BindTexture(mattex, mat, mat.GetResFileU() != null));
|
||||
}
|
||||
}
|
||||
public static int BindTexture(SF.Shader shader, MatTexture tex, FMAT material, bool IsWiiU)
|
||||
public static int BindTexture(MatTexture tex, FMAT material, bool IsWiiU)
|
||||
{
|
||||
BFRES bfres = (BFRES)material.Parent.Parent.Parent.Parent;
|
||||
if (material.Parent == null || bfres == null) //Bfres disposed
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -26,7 +26,7 @@ namespace Switch_Toolbox.Library.Rendering
|
|||
|
||||
public void LoadOpenGLTexture(STGenericTexture GenericTexture)
|
||||
{
|
||||
if (!Runtime.OpenTKInitialized || GLInitialized)
|
||||
if (!Runtime.OpenTKInitialized || GLInitialized || Runtime.UseLegacyGL)
|
||||
return;
|
||||
|
||||
if (GenericTexture.ArrayCount <= 0)
|
||||
|
|
|
@ -173,7 +173,7 @@ namespace Switch_Toolbox.Library
|
|||
public static float normalsLineLength = 1;
|
||||
|
||||
public static bool stereoscopy = false;
|
||||
public static bool UseLegacyGL = false;
|
||||
public static bool UseLegacyGL = true;
|
||||
public static bool OpenTKInitialized = false;
|
||||
|
||||
public static bool useNormalMap = true;
|
||||
|
|
Loading…
Reference in a new issue