#if 1
-#define SR_NETWORKED
-//#define VG_DEVWINDOW
+//#define SR_NETWORKED
+
+#ifndef VG_RELEASE
+ #define VG_DEVWINDOW
+#endif
/*
* system headers
camera_finalize( &small_cam );
/* Draw player to window buffer and blend background ontop */
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glViewport( 0,0, vg.window_x, vg.window_y );
player__render( &small_cam, &localplayer );
}
VG_STATIC void render_scene(void){
- render_fb_bind( gpipeline.fb_main, 1 );
- glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
-
/* Draw world */
glEnable( GL_DEPTH_TEST );
vg_smoothstepf(global_skateshop.factive), &skaterift.cam );
if( skaterift.activity == k_skaterift_replay ){
- replay_get_camera( &skaterift.replay, &skaterift.cam );
+ skaterift_get_replay_camera( &skaterift.cam );
}
skaterift.cam.nearz = 0.1f;
skaterift_composite_maincamera();
- render_scene();
+ /* --------------------------------------------------------------------- */
+
+ /* variable res target */
+ render_fb_bind( gpipeline.fb_main, 1 );
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+ render_scene();
glEnable( GL_DEPTH_TEST );
- render_player_transparent();
+ /* full res target */
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ glViewport( 0,0, vg.window_x, vg.window_y );
+
+ render_player_transparent(); /* needs to read the depth buffer before we fuck
+ it up with the oblique rendering inside the
+ portals */
+
+ //world_render_challenges( localplayer.viewable_world );
+
+ /* continue with variable rate */
render_scene_gate_subview();
+ /* composite */
present_view_with_post_processing();
+ /* --------------------------------------------------------------------- */
+
/* capture the current resume frame at the very last point */
if( button_down( k_srbind_reset ) ){
if( skaterift.activity == k_skaterift_default ){