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Increase brushstroke width and change decal op

master
C. J. Howard 4 years ago
parent
commit
4ff2d244fb
3 changed files with 7 additions and 7 deletions
  1. +2
    -2
      src/game/states/play-state.cpp
  2. +1
    -1
      src/game/systems/painting-system.cpp
  3. +4
    -4
      src/renderer/passes/material-pass.cpp

+ 2
- 2
src/game/states/play-state.cpp View File

@ -62,8 +62,8 @@ void play_state_enter(game_context* ctx)
sky_pass->set_enabled(true); sky_pass->set_enabled(true);
sky_pass->set_sun_angular_radius(math::radians<float>(3.0f)); sky_pass->set_sun_angular_radius(math::radians<float>(3.0f));
sky_pass->set_sun_color({2.0f, 2.0f, 2.0f}); sky_pass->set_sun_color({2.0f, 2.0f, 2.0f});
sky_pass->set_horizon_color({0.02f, 0.242f, 0.356f});
sky_pass->set_zenith_color({0.004f, 0.165f, 0.309f});
sky_pass->set_horizon_color({0.129, 0.451, 0.549});
sky_pass->set_zenith_color({0.0, 0.286, 0.415});
//sky_pass->set_horizon_color(float3{0.002f, 0.158f, 0.250f}); //sky_pass->set_horizon_color(float3{0.002f, 0.158f, 0.250f});
//sky_pass->set_zenith_color(float3{0.002f, 0.158f, 0.250f}); //sky_pass->set_zenith_color(float3{0.002f, 0.158f, 0.250f});

+ 1
- 1
src/game/systems/painting-system.cpp View File

@ -52,7 +52,7 @@ painting_system::painting_system(entt::registry& registry, ::event_dispatcher* e
max_miter_angle = math::radians(135.0f); max_miter_angle = math::radians(135.0f);
decal_offset = 0.01f; decal_offset = 0.01f;
stroke_width = 1.0f;
stroke_width = 1.5f;
min_stroke_length = 1.0f; min_stroke_length = 1.0f;
min_stroke_length_squared = min_stroke_length * min_stroke_length; min_stroke_length_squared = min_stroke_length * min_stroke_length;
max_stroke_segments = 4096; max_stroke_segments = 4096;

+ 4
- 4
src/renderer/passes/material-pass.cpp View File

@ -354,10 +354,10 @@ void material_pass::render(render_context* context) const
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, ~0); glStencilFunc(GL_EQUAL, 1, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
glStencilMask(~0);
//glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
//glStencilMask(0);
//glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
//glStencilMask(~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0);
} }
else else
{ {

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