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authorrodri <rgl@antares-labs.eu>2024-02-14 17:46:40 +0000
committerrodri <rgl@antares-labs.eu>2024-02-14 17:46:40 +0000
commit3134de0eaeb4c9d7d7703bba1d76a4a477f7c6f4 (patch)
treed0efbc9c6f4c37d40f9250e41441665fede0529b /graphics.h
parent5b93335dd430e09a71ebaba131826cd7db154cb4 (diff)
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pass an entire entity to the shader unit. fix a bug in cliptriangle.
an entity is passed instead of a model so we can access its frame of reference to perform the model-to-world transformation. the bug in cliptriangle was due to sd[01] being declared as static which, when rendering multiple entities, was causing d0 = d1, which led to division-by-zero.
Diffstat (limited to 'graphics.h')
-rw-r--r--graphics.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/graphics.h b/graphics.h
index d517b33..3919eb4 100644
--- a/graphics.h
+++ b/graphics.h
@@ -107,7 +107,7 @@ struct SUparams
Channel *donec;
/* TODO replace with a Scene */
- Model *model;
+ Entity *entity;
double var_intensity[3];