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Enable culling while rendering wayland windows
I don't even know why I disabled culling even lmao Signed-off-by: Slendi <slendi@socopon.com>
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@@ -1092,7 +1092,7 @@ auto Application::run() -> void
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wayland_draw_extent.height) };
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wayland_draw_extent.height) };
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if (draw_width > 0.0f && draw_height > 0.0f) {
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if (draw_width > 0.0f && draw_height > 0.0f) {
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gl.set_transform(smath::Mat4::identity());
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gl.set_transform(smath::Mat4::identity());
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gl.set_culling(false);
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gl.set_culling(true);
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gl.use_pipeline(m_renderer->wayland_pipeline());
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gl.use_pipeline(m_renderer->wayland_pipeline());
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for (auto *surface : m_wayland->surfaces()) {
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for (auto *surface : m_wayland->surfaces()) {
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auto buffer { surface->current_buffer() };
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auto buffer { surface->current_buffer() };
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@@ -84,6 +84,9 @@ struct VulkanRenderer {
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auto draw_sphere(smath::Vec3 center, float radius, int rings = 16,
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auto draw_sphere(smath::Vec3 center, float radius, int rings = 16,
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int segments = 32, std::optional<smath::Vec4> sphere_color = {})
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int segments = 32, std::optional<smath::Vec4> sphere_color = {})
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-> void;
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-> void;
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auto draw_texture_cyl(AllocatedImage const *texture,
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smath::Vec3 sphere_center, PolarCoordinate coord, float rad,
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float scale, bool y_flip) -> void;
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auto end() -> void;
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auto end() -> void;
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auto flush() -> void;
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auto flush() -> void;
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