From 6ec7a266da15fe582065c4a0c995686125d24dea Mon Sep 17 00:00:00 2001 From: "r.kuznetsov" Date: Tue, 8 Dec 2015 18:23:55 +0300 Subject: [PATCH] Small optimizations of house rendering --- drape/drape.pro | 1 + drape/shaders/texturing3d_fragment_shader.fsh | 3 +-- drape_frontend/area_shape.cpp | 1 + 3 files changed, 3 insertions(+), 2 deletions(-) diff --git a/drape/drape.pro b/drape/drape.pro index 8d8a9e311a..2e260e52c0 100644 --- a/drape/drape.pro +++ b/drape/drape.pro @@ -13,6 +13,7 @@ SOURCES += glfunctions.cpp OTHER_FILES += \ shaders/area_vertex_shader.vsh \ + shaders/area3d_vertex_shader.vsh \ shaders/button_fragment_shader.fsh \ shaders/button_vertex_shader.vsh \ shaders/circle_shader.fsh \ diff --git a/drape/shaders/texturing3d_fragment_shader.fsh b/drape/shaders/texturing3d_fragment_shader.fsh index f50096f568..a756729897 100644 --- a/drape/shaders/texturing3d_fragment_shader.fsh +++ b/drape/shaders/texturing3d_fragment_shader.fsh @@ -6,7 +6,6 @@ varying float v_intensity; void main(void) { - vec4 finalColor = texture2D(u_colorTex, v_colorTexCoords); - finalColor.a *= u_opacity; + vec4 finalColor = vec4(texture2D(u_colorTex, v_colorTexCoords).rgb, u_opacity); gl_FragColor = vec4((v_intensity * 0.2 + 0.8) * finalColor.rgb, finalColor.a); } diff --git a/drape_frontend/area_shape.cpp b/drape_frontend/area_shape.cpp index e20b004735..f9eb8f715f 100644 --- a/drape_frontend/area_shape.cpp +++ b/drape_frontend/area_shape.cpp @@ -60,6 +60,7 @@ void AreaShape::Draw(ref_ptr batcher, ref_ptr t dp::GLState state(gpu::AREA_3D_PROGRAM, dp::GLState::GeometryLayer); state.SetColorTexture(region.GetTexture()); + state.SetBlending(dp::Blending(false /* isEnabled */)); dp::AttributeProvider provider(1, vertexes.size()); provider.InitStream(0, gpu::Area3dVertex::GetBindingInfo(), make_ref(vertexes.data()));