k_debug_light_complexity = 0,
k_light_preview = 0;
+VG_STATIC int g_render_x = 1,
+ g_render_y = 1;
+
VG_STATIC int freecam = 0;
VG_STATIC int walk_grid_iterations = 1;
VG_STATIC float fc_speed = 10.0f;
/* 'systems' are completely loaded now */
/* load home world */
+ //world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
#if 0
VG_STATIC void render_scene(void)
{
render_fb_bind( gpipeline.fb_main );
+ glViewport( 0,0, g_render_x, g_render_y );
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
render_water_texture( view_world, &main_camera, 0 );
render_fb_bind( gpipeline.fb_main );
+ glViewport( 0,0, g_render_x, g_render_y );
render_water_surface( view_world, &main_camera );
int depth = 1;
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glViewport( 0,0, vg.window_x, vg.window_y );
+ float scale = (sin(vg.time)*0.5f+0.5f)*0.75f+0.25f;
+ g_render_x = VG_MAX((float)vg.window_x * scale,64),
+ g_render_y = VG_MAX((float)vg.window_y * scale,64);
+
+ glViewport( 0,0, g_render_x, g_render_y );
glDisable( GL_DEPTH_TEST );
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
render_world_depth( world, &beneath_cam );
- glViewport( 0, 0, vg.window_x, vg.window_y );
+ glViewport( 0,0, g_render_x, g_render_y );
}
VG_STATIC void render_water_surface( world_instance *world, camera *cam )