Merged linux changes, water effect using a BasicEffect and a simpler pixel shader, multi-colored wires

This commit is contained in:
Regalis
2015-09-08 21:55:27 +03:00
parent 7eae6fb026
commit ea15397725
18 changed files with 221 additions and 197 deletions
+3 -3
View File
@@ -208,7 +208,7 @@ namespace Subsurface
spriteBatch.Begin(SpriteSortMode.Immediate,
BlendState.AlphaBlend);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), Color.White);
spriteBatch.Draw(renderTarget, new Rectangle(0, 0, Game1.GraphicsWidth, Game1.GraphicsHeight), new Color(0.75f, 0.8f, 0.9f, 1.0f));
spriteBatch.End();
BlendState blend = new BlendState();
@@ -246,10 +246,10 @@ namespace Subsurface
//2. pass the renderTarget to the water shader to do the water effect
//----------------------------------------------------------------------------------------
Hull.renderer.RenderBack(graphics, renderTargetWater, Cam.ShaderTransform);
Hull.renderer.RenderBack(spriteBatch, renderTargetWater, Cam.ShaderTransform);
Array.Clear(Hull.renderer.vertices, 0, Hull.renderer.vertices.Length);
Hull.renderer.positionInBuffer = 0;
Hull.renderer.PositionInBuffer = 0;
foreach (Hull hull in Hull.hullList)
{
hull.Render(graphics, cam);