void main()
{
- float height = (Depth - HEIGHT_MIN) / HEIGHT_MAX;
-
- FragColor = vec4(height, height, height, 1.0);
+ float height = pow((Depth - HEIGHT_MIN) / HEIGHT_MAX, 2.2);
+ FragColor = vec4(height, height, height, Alpha);
}
\ No newline at end of file
if (face.dispInfo == -1 || true)
{
+ std::cout << " ~ " << this->texDataString[this->texinfos[face.texInfo].texdata] << std::endl;
+
std::vector<bsp::vertex> vertices;
for (int e = face.firstEdge; e < face.firstEdge + face.numEdges; e++) {
//edge_indexes.push_back);