diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp index 18bbc2ea102..cce71cd6bba 100644 --- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp +++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp @@ -702,58 +702,50 @@ void BaseRenderOpenGL3D::renderSceneGeometry(const BaseArray &pla // render walk planes for (uint i = 0; i < planes.size(); i++) { - if (!planes[i]->_active) { - continue; + if (planes[i]->_active) { + planes[i]->_mesh->render(); } - - planes[i]->_mesh->render(); } // render blocks for (uint i = 0; i < blocks.size(); i++) { - if (!blocks[i]->_active) { - continue; + if (blocks[i]->_active) { + blocks[i]->_mesh->render(); } - - blocks[i]->_mesh->render(); } // render generic objects for (uint i = 0; i < generics.size(); i++) { - if (!generics[i]->_active) { - continue; + if (generics[i]->_active) { + generics[i]->_mesh->render(); } - - generics[i]->_mesh->render(); } for (uint i = 0; i < lights.size(); ++i) { - if (!lights[i]->_active) { - continue; + if (lights[i]->_active) { + glBegin(GL_LINES); + glColor3f(1.0f, 1.0f, 0.0f); + Math::Vector3d right = lights[i]->_position + Math::Vector3d(1000.0f, 0.0f, 0.0f); + Math::Vector3d up = lights[i]->_position + Math::Vector3d(0.0f, 1000.0f, 0.0f); + Math::Vector3d backward = lights[i]->_position + Math::Vector3d(0.0f, 0.0f, 1000.0f); + Math::Vector3d left = lights[i]->_position + Math::Vector3d(-1000.0f, 0.0f, 0.0f); + Math::Vector3d down = lights[i]->_position + Math::Vector3d(0.0f, -1000.0f, 0.0f); + Math::Vector3d forward = lights[i]->_position + Math::Vector3d(0.0f, 0.0f, -1000.0f); + + glVertex3fv(lights[i]->_position.getData()); + glVertex3fv(right.getData()); + glVertex3fv(lights[i]->_position.getData()); + glVertex3fv(up.getData()); + glVertex3fv(lights[i]->_position.getData()); + glVertex3fv(backward.getData()); + glVertex3fv(lights[i]->_position.getData()); + glVertex3fv(left.getData()); + glVertex3fv(lights[i]->_position.getData()); + glVertex3fv(down.getData()); + glVertex3fv(lights[i]->_position.getData()); + glVertex3fv(forward.getData()); + glEnd(); } - - glBegin(GL_LINES); - glColor3f(1.0f, 1.0f, 0.0f); - Math::Vector3d right = lights[i]->_position + Math::Vector3d(1000.0f, 0.0f, 0.0f); - Math::Vector3d up = lights[i]->_position + Math::Vector3d(0.0f, 1000.0f, 0.0f); - Math::Vector3d backward = lights[i]->_position + Math::Vector3d(0.0f, 0.0f, 1000.0f); - Math::Vector3d left = lights[i]->_position + Math::Vector3d(-1000.0f, 0.0f, 0.0f); - Math::Vector3d down = lights[i]->_position + Math::Vector3d(0.0f, -1000.0f, 0.0f); - Math::Vector3d forward = lights[i]->_position + Math::Vector3d(0.0f, 0.0f, -1000.0f); - - glVertex3fv(lights[i]->_position.getData()); - glVertex3fv(right.getData()); - glVertex3fv(lights[i]->_position.getData()); - glVertex3fv(up.getData()); - glVertex3fv(lights[i]->_position.getData()); - glVertex3fv(backward.getData()); - glVertex3fv(lights[i]->_position.getData()); - glVertex3fv(left.getData()); - glVertex3fv(lights[i]->_position.getData()); - glVertex3fv(down.getData()); - glVertex3fv(lights[i]->_position.getData()); - glVertex3fv(forward.getData()); - glEnd(); } glDisable(GL_COLOR_MATERIAL);