Add texture only visualisation

This commit is contained in:
iCatButler 2017-03-24 12:10:18 +00:00
parent b9ba001e06
commit 5dbb8dd786
1 changed files with 12 additions and 2 deletions

View File

@ -521,6 +521,7 @@ enum PGXP_vDebugMode
vDEBUG_W,
vDEBUG_OTZ,
vDEBUG_COLOUR,
vDEBUG_TEXTURE,
vDEBUG_PRIMTYPE,
vDEBUG_MAX,
@ -672,6 +673,10 @@ void PGXP_colour(OGLVertex* vertex, GLubyte alpha, int prim, int isTextured, int
break;
}
break;
case vDEBUG_TEXTURE:
// Texture only
glColor4ub(255, 255, 255, 255);
break;
case vDEBUG_PRIMTYPE:
// Primitive type
@ -728,7 +733,8 @@ int DrawDebugPrim(int prim, OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* v
glGetIntegerv(GL_SHADE_MODEL, &iShadeModel);
glGetFloatv(GL_CURRENT_COLOR, fColour);
glDisable(GL_TEXTURE_2D);
if(PGXP_vDebug != vDEBUG_TEXTURE)
glDisable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
switch (prim)
@ -745,24 +751,28 @@ int DrawDebugPrim(int prim, OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* v
}
PGXP_colour(vertex1, alpha, prim, isTextured, colourMode, vertex1->c.col);
glTexCoord2fv(&vertex1->sow);
PGXP_glVertexfv(&vertex1->x);
PGXP_colour(vertex2, alpha, prim, isTextured, colourMode, vertex1->c.col);
glTexCoord2fv(&vertex2->sow);
PGXP_glVertexfv(&vertex2->x);
PGXP_colour(vertex3, alpha, prim, isTextured, colourMode, vertex1->c.col);
glTexCoord2fv(&vertex3->sow);
PGXP_glVertexfv(&vertex3->x);
if (prim != DRAW_TRI)
{
PGXP_colour(vertex4, alpha, prim, isTextured, colourMode, vertex1->c.col);
glTexCoord2fv(&vertex4->sow);
PGXP_glVertexfv(&vertex4->x);
}
glEnd();
if (bBlend == GL_TRUE)
// if (bBlend == GL_TRUE)
// glDisable(GL_BLEND);
glLineWidth(1.f);