Fading out at death works again

This commit is contained in:
mathusummut
2018-06-29 00:42:44 +02:00
parent b1760253fd
commit d142d80b05
8 changed files with 960 additions and 1056 deletions

View File

@@ -312,7 +312,7 @@ namespace Shared {
assert(false);
break;
}
meshCallbackTeamColor.setTeamTexture(customTexture);
meshCallback.setTeamTexture(customTexture);
if (wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
@@ -371,7 +371,7 @@ namespace Shared {
void Renderer::renderTheModel(Model *model, float f) {
if (model != NULL) {
modelRenderer->begin(true, true, !wireframe, false, &meshCallbackTeamColor);
modelRenderer->begin(true, true, !wireframe, false, &meshCallback);
model->updateInterpolationData(f, true);
modelRenderer->render(model);

View File

@@ -38,10 +38,9 @@ using Shared::Graphics::Texture2D;
using Shared::Graphics::ParticleRenderer;
using Shared::Graphics::ParticleManager;
using Shared::Graphics::ParticleSystem;
using Shared::Graphics::Gl::MeshCallbackTeamColor;
using Shared::Graphics::Gl::MeshCallback;
//#include "model_renderer.h"
using Shared::Graphics::MeshCallback;
using Shared::Graphics::Mesh;
using Shared::Graphics::Texture;
@@ -97,7 +96,7 @@ namespace Shared {
Texture2D *customTextureOrange;
Texture2D *customTextureMagenta;
Texture2D *customTextureTransparent;
MeshCallbackTeamColor meshCallbackTeamColor;
MeshCallback meshCallback;
float red;
float green;