X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=3f87a12d1ebdcbdd85a3801a6c798facb5fdd707;hb=1c56bc84c9ad3da49c9d2447ec97aaf7f6038601;hp=0584415a74d6a2e7f1bacba90b5eb0a366226152;hpb=d3021395f97b2ae244835c6656008386c8874343;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 0584415..3f87a12 100644 --- a/world_render.c +++ b/world_render.c @@ -12,6 +12,7 @@ #include "respawn.h" #include "ent_miniworld.h" #include "player_remote.h" +#include "ent_skateshop.h" static int ccmd_set_time( int argc, const char *argv[] ){ world_instance *world = world_current_instance(); @@ -278,18 +279,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass ) glEnable( GL_CULL_FACE ); } +static GLuint world_get_texture( world_instance *world, u32 id ){ + if( id & 0x80000000 ) + return skaterift.rt_textures[id & ~0x80000000]; + else + return world->textures[ id ]; +} + static void bindpoint_diffuse_texture1( world_instance *world, - struct world_surface *mat ) - -{ + struct world_surface *mat ){ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); } static void bindpoint_diffuse1_and_cubemap10( world_instance *world, struct world_surface *mat ){ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); u32 cubemap_id = mat->info.tex_none0, cubemap_index = 0; @@ -645,7 +653,8 @@ static void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_terrain_uSandColour( mat->info.colour ); shader_scene_terrain_uBlendOffset( mat->info.colour1 ); @@ -658,7 +667,8 @@ static void bindpoint_override( world_instance *world, } else{ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_override_uAlphatest(1); } }