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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-02-09 13:02:09 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2025-02-09 13:02:09 +0000 |
commit | 62fd9391bbfde47177fb36434d9664e47f4cf656 (patch) | |
tree | 83c1361b41bac431f8dbddb92859fb28e76455a5 /game/terrain.cpp | |
parent | Big of validation on getSurface (diff) | |
download | ilt-62fd9391bbfde47177fb36434d9664e47f4cf656.tar.bz2 ilt-62fd9391bbfde47177fb36434d9664e47f4cf656.tar.xz ilt-62fd9391bbfde47177fb36434d9664e47f4cf656.zip |
Initial commit setting terrain during network construction
This is all in the wrong place, it shouldn't be part of the network interface.
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r-- | game/terrain.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp index 39aa99a..c834379 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -77,7 +77,9 @@ Terrain::render(const SceneShader & shader) const { shader.landmass.use(); grass->bind(); + // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); meshes.apply(&Mesh::Draw); + // glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } void |