View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0006560 | The Dark Mod | Coding | public | 25.07.2024 10:18 | 27.07.2024 15:56 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | normal | Severity | minor | Reproducibility | sometimes |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.12 | ||||
Target Version | TDM 2.13 | Fixed in Version | TDM 2.13 | ||
Summary | 0006560: r_showTris wireframe has random colors | ||||
Description | Normally, r_showTris should draw all wireframe as white. But there colors is randomized arbitrarily since recently. | ||||
Tags | No tags attached. | ||||
I think it get broken when I refactored Attributes::EnableVertex[Regular|Shadow|Immediate]. This happens when ImmediateRendering is "flushed", but color override is set before that. When color override is set, color vertex attribute is disabled... but then EnableVertexImmediate restores it back. |
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Commits: r10839 Replaced GL_FloatColor and ColorOverride back to qglColor3f and similar in GUI tools. r10840 Now VAO, vertex formats, and attribute overrides are all managed by new VertexArrayState singleton. It makes sense because all these states get mixed in pretty weird way in OpenGL. r10841 Now VertexArrayState also manages VBO binds. r10842 Deleted glsl.h/cpp, where only a single function remained. r10843 Added forgetten cpp file for previous commit. Now VertexArrayState manages everything, so there is less chance we mess up attributes. |
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Date Modified | Username | Field | Change |
---|---|---|---|
25.07.2024 10:18 | stgatilov | New Issue | |
25.07.2024 10:18 | stgatilov | Status | new => assigned |
25.07.2024 10:18 | stgatilov | Assigned To | => stgatilov |
25.07.2024 10:38 | stgatilov | Note Added: 0016804 | |
27.07.2024 15:56 | stgatilov | Note Added: 0016805 | |
27.07.2024 15:56 | stgatilov | Status | assigned => resolved |
27.07.2024 15:56 | stgatilov | Resolution | open => fixed |
27.07.2024 15:56 | stgatilov | Fixed in Version | => TDM 2.13 |