diff --git a/TODO.md b/TODO.md index 32eb71c..698f30f 100644 --- a/TODO.md +++ b/TODO.md @@ -22,13 +22,11 @@ GLES 2.0 specific: - [ ] Skinning shader is still broken on VC4 - [ ] Disappearing background in cutscenes - [ ] HUD still disappearing sometimes -- [ ] Huge lag spikes on VC4 GLES 1.1 specific: - [x] Backport to STLport v4 - [x] GLES 1.1 engine - [x] Keyboard mappings for both QWERTY/12-keys -- [x] Fix cutscene heads - [ ] Use pvrtc compression - [ ] Optimize to always run 10+ fps - [ ] Fix z-buffer issues (world clips through hud) diff --git a/src/core/main.cpp b/src/core/main.cpp index d44fe99..87484ee 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -1448,21 +1448,17 @@ RenderEffects(void) CGlass::Render(); CWaterCannons::Render(); CSpecialFX::Render(); - #ifdef RW_GLES1 - CShadows::RenderStaticShadows(); - CShadows::RenderStoredShadows(); - CSkidmarks::Render(); - CAntennas::Render(); - CRubbish::Render(); - CCoronas::Render(); - #endif +// CShadows::RenderStaticShadows(); +// CShadows::RenderStoredShadows(); +// CSkidmarks::Render(); +// CAntennas::Render(); +// CRubbish::Render(); +// CCoronas::Render(); CParticle::Render(); CPacManPickups::Render(); - #ifdef RW_GLES1 - CWeaponEffects::Render(); - CPointLights::RenderFogEffect(); - CMovingThings::Render(); - #endif +// CWeaponEffects::Render(); +// CPointLights::RenderFogEffect(); +// CMovingThings::Render(); CRenderer::RenderFirstPersonVehicle(); POP_RENDERGROUP(); } diff --git a/vendor/librw/src/gles1/gl1skin.cpp b/vendor/librw/src/gles1/gl1skin.cpp index a4c3849..901923d 100644 --- a/vendor/librw/src/gles1/gl1skin.cpp +++ b/vendor/librw/src/gles1/gl1skin.cpp @@ -33,10 +33,6 @@ 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); @@ -51,7 +47,6 @@ 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) {