tab style fix

This commit is contained in:
tangziwen 2014-10-15 17:01:56 +08:00
parent 6ed31fa47e
commit f7888d9798
1 changed files with 10 additions and 17 deletions

View File

@ -576,32 +576,25 @@ void Sprite3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
}
auto programstate = mesh->getGLProgramState();
auto& meshCommand = mesh->getMeshCommand();
if(dummy_texture<0)
{
dummy_texture = dummyTextureInit();
}
#ifdef NDEBUG
GLuint textureID = mesh->getTexture() ? mesh->getTexture()->getName() : 0;
#else
GLuint textureID = 0;
GLuint textureID = 0;
if(mesh->getTexture())
{
textureID = mesh->getTexture()->getName();
textureID = mesh->getTexture()->getName();
}else
{ //let the mesh use a dummy texture instead of the missing or crashing texture file
auto texture = getDummyTexture();
textureID = texture->getName();
mesh->setTexture(texture);
auto texture = getDummyTexture();
textureID = texture->getName();
mesh->setTexture(texture);
}
#endif
float globalZ = _globalZOrder;
if (mesh->_isTransparent)
{ // use the view matrix for Applying to recalculating transparent mesh's Z-Order
Mat4 result = Camera::getVisitingCamera()->getViewMatrix() *transform;
globalZ = -result.m[14];//fetch the Z from the result matrix
float globalZ = _globalZOrder;
if (mesh->_isTransparent)
{ // use the view matrix for Applying to recalculating transparent mesh's Z-Order
Mat4 result = Camera::getVisitingCamera()->getViewMatrix() *transform;
globalZ = -result.m[14];//fetch the Z from the result matrix
}
meshCommand.init(globalZ, textureID, programstate, _blend, mesh->getVertexBuffer(), mesh->getIndexBuffer(), mesh->getPrimitiveType(), mesh->getIndexFormat(), mesh->getIndexCount(), transform);