GLuint prevProgram;
+ bool renderingFlipped;
+
static DMProgram *flushUseProgram( int programIndex )
{
DMProgram *program = &shaderPrograms[ programIndex ];
glActiveTexture( GL_TEXTURE0 );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glDisable( GL_BLEND );
+ GLSetupLighting(false);
#if DM_RENDER_IMAGE_DEBUG
printf( " Flush %d images\n", (int)imageBufferCount );
public:
+ property bool renderingFlipped { set { renderingFlipped = value; } }
+
virtual void flush();
bool init( DrawManagerFlags flags )
#endif
// Prepare rendering pass
- matrixOrtho( matrix, 0.0, (float)viewportwidth, (float)viewportheight, 0.0, -1.0f, 1.0 );
+ if(renderingFlipped)
+ matrixOrtho( matrix, 0.0, (float)viewportwidth, 0.0, (float)viewportheight, -1.0f, 1.0 );
+ else
+ matrixOrtho( matrix, 0.0, (float)viewportwidth, (float)viewportheight, 0.0, -1.0f, 1.0 );
norminv = 1.0f / DM_VERTEX_NORMFACTOR;
for( mindex = 0 ; mindex < 12 ; mindex += 4 )
{