Modern 'GL now renders properly, camera works as expected, added fallback to immediate mode if shader fails to compile.

This commit is contained in:
2019-12-08 17:50:20 -06:00
parent e076ce8612
commit af19166af2
9 changed files with 68 additions and 67 deletions

View File

@@ -61,11 +61,12 @@ OpenGL Renderer: #{glGetString(GL_RENDERER)}
OpenGL Version: #{glGetString(GL_VERSION)}
OpenGL Shader Language Version: #{glGetString(GL_SHADING_LANGUAGE_VERSION)}
Camera pitch: #{@camera.orientation.z.round(2)} Yaw: #{@camera.orientation.y.round(2)} Roll #{@camera.orientation.x.round(2)}
Camera X:#{@camera.position.x.round(2)} Y:#{@camera.position.y.round(2)} Z:#{@camera.position.z.round(2)}
#{if @camera.entity then "Actor X:#{@camera.entity.position.x.round(2)} Y:#{@camera.entity.position.y.round(2)} Z:#{@camera.entity.position.z.round(2)}";end}
Field Of View: #{@camera.field_of_view}
Mouse Sesitivity: #{@camera.mouse_sensitivity}
Camera Pitch: #{@camera.orientation.x.round(2)} Yaw: #{@camera.orientation.y.round(2)} Roll #{@camera.orientation.z.round(2)}
Camera X: #{@camera.position.x.round(2)} Y: #{@camera.position.y.round(2)} Z: #{@camera.position.z.round(2)}
Camera Field Of View: #{@camera.field_of_view}
Camera Mouse Sesitivity: #{@camera.mouse_sensitivity}
#{if @camera.entity then "Actor X: #{@camera.entity.position.x.round(2)} Y: #{@camera.entity.position.y.round(2)} Z: #{@camera.entity.position.z.round(2)}";end}
Last Frame: #{Gosu.milliseconds - window.delta_time}ms (#{Gosu.fps} fps)
Vertices: #{formatted_number(window.number_of_vertices)}