vk: fix disappearing sprites for traditional renderer

This commit is contained in:
Ivan Avdeev 2023-06-01 11:42:23 -07:00
parent 72acf4882d
commit 3bbca26087
3 changed files with 2 additions and 10 deletions

View File

@ -19,6 +19,7 @@ layout(location=4) out vec4 vColor;
void main() {
vPos = aPos.xyz;
// FIXME mul by normal matrix
vNormal = aNormal;
vTexture0 = aTexture0;
vLightmapUV = aLightmapUV;

View File

@ -306,5 +306,5 @@ void Matrix4x4_CreateFromVectors(matrix4x4 out, const vec3_t right, const vec3_t
out[0][3] = translate[0];
out[1][3] = translate[1];
out[2][3] = translate[2];
out[3][3] = 0;
out[3][3] = 1;
}

View File

@ -793,15 +793,6 @@ static void R_DrawSpriteQuad( const char *debug_name, mspriteframe_t *frame, vec
matrix4x4 transform;
Matrix4x4_CreateFromVectors(transform, v_right, v_up, v_normal, org);
// FIXME orient sprites
//VectorMA( org, frame->down * scale, v_up, point );
//VectorMA( point, frame->left * scale, v_right, dst_vtx[0].pos );
//vtx[0] = org + down * scale * v_up + left * scale * v_right;
// FIXME Scale3
//Matrix4x4_CreateScale(transform, frame->down * scale);
//Matrix4x4_SetOrigin(transform, org[0], org[1], org[2]);
const vk_render_type_e render_type = spriteRenderModeToRenderType(render_mode);
R_RenderModelDraw(&g_sprite.quad.model, (r_model_draw_t){