I already fixed the issue where the heads appeared black during cutscenes. It seems it was a vertex color problem

This commit is contained in:
Dante Leoncini 2026-05-09 17:20:59 -03:00
parent 4e180c1051
commit 67cd77edf8
2 changed files with 18 additions and 9 deletions

View file

@ -1448,17 +1448,21 @@ RenderEffects(void)
CGlass::Render();
CWaterCannons::Render();
CSpecialFX::Render();
// CShadows::RenderStaticShadows();
// CShadows::RenderStoredShadows();
// CSkidmarks::Render();
// CAntennas::Render();
// CRubbish::Render();
// CCoronas::Render();
#ifdef RW_GLES1
CShadows::RenderStaticShadows();
CShadows::RenderStoredShadows();
CSkidmarks::Render();
CAntennas::Render();
CRubbish::Render();
CCoronas::Render();
#endif
CParticle::Render();
CPacManPickups::Render();
// CWeaponEffects::Render();
// CPointLights::RenderFogEffect();
// CMovingThings::Render();
#ifdef RW_GLES1
CWeaponEffects::Render();
CPointLights::RenderFogEffect();
CMovingThings::Render();
#endif
CRenderer::RenderFirstPersonVehicle();
POP_RENDERGROUP();
}

View file

@ -33,6 +33,10 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
//test rapido a ver si es la textura
glDisableClientState(GL_COLOR_ARRAY);
glColor4f(1,1,1,1);
while(n--){
m = inst->material;
setMaterial(flags, m->color, m->surfaceProps);
@ -47,6 +51,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
// skinInstanceCB: igual que defaultInstanceCB, sin pesos/indices
// porque GLES1 no puede hacer skinning en GPU
// aunque... capaz podemos hacerloc on el PowerVR y las extensiones
void
skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
{