Enable culling while rendering wayland windows

I don't even know why I disabled culling even lmao

Signed-off-by: Slendi <slendi@socopon.com>
This commit is contained in:
2026-02-01 20:48:57 +02:00
parent 864a0fd2fe
commit 0d3a03a93e
2 changed files with 4 additions and 1 deletions

View File

@@ -1092,7 +1092,7 @@ auto Application::run() -> void
wayland_draw_extent.height) }; wayland_draw_extent.height) };
if (draw_width > 0.0f && draw_height > 0.0f) { if (draw_width > 0.0f && draw_height > 0.0f) {
gl.set_transform(smath::Mat4::identity()); gl.set_transform(smath::Mat4::identity());
gl.set_culling(false); gl.set_culling(true);
gl.use_pipeline(m_renderer->wayland_pipeline()); gl.use_pipeline(m_renderer->wayland_pipeline());
for (auto *surface : m_wayland->surfaces()) { for (auto *surface : m_wayland->surfaces()) {
auto buffer { surface->current_buffer() }; auto buffer { surface->current_buffer() };

View File

@@ -84,6 +84,9 @@ struct VulkanRenderer {
auto draw_sphere(smath::Vec3 center, float radius, int rings = 16, auto draw_sphere(smath::Vec3 center, float radius, int rings = 16,
int segments = 32, std::optional<smath::Vec4> sphere_color = {}) int segments = 32, std::optional<smath::Vec4> sphere_color = {})
-> void; -> void;
auto draw_texture_cyl(AllocatedImage const *texture,
smath::Vec3 sphere_center, PolarCoordinate coord, float rad,
float scale, bool y_flip) -> void;
auto end() -> void; auto end() -> void;
auto flush() -> void; auto flush() -> void;