- lower the distance to the near plane of the frustum for Overworld
and change the other parameters accordingly
- this makes the following actors visible:
- background of directions to Pegnose Pete's house (issue #869)
- Murray in the murray_go easter egg
- the trophies during the diving contest (upper left corner)
- the screenshots for the save games (still with the wrong texture)
- all actors of the Overworld should cover any non-Overworld drawings
- Overworld actors need to use the depth buffer so that e.g. the
pause screen is drawn above the inventory
- this fixes issue #927 (inventory is drawn above background of pause
or menu screen)
This adds math classes for doing frustum culling in software. These could be used for optimizing performance in many other places as well. For example, if an actor is outside the view frustum, it may not be necessary to do expensive keyframe animation and vertex skinning calculations for that actor.
If multiple faces of one model are referring to the same triangles, let
them overwrite each other so that the latest one will be visible. For
this purpose glDepthFunc is changed from GL_LESS to GL_LEQUAL so
that subsequent drawing attempts for the same triangle are not ignored by
the depth test.
This fixes the issue of the colored leg of the monkey bot in the end
scenes: the leg is drawn using color maps by the first face and using
textures by a following face.
This makes it so that we don't have to destroy the VBO
that a blast text object uses. This fixes what is probably
a driver bug with the windows nvidia drivers.