remove debug stuff
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@@ -248,7 +248,7 @@ void NodeCanvas::draw()
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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m_canvas->m_layers[layer_index]->m_rtt[plane_index].unbindTexture();
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}
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}
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else if(!App::I->keys[(int)kKey::KeyQ] && m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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{
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{
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m_sampler.bind(0);
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(1);
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@@ -311,8 +311,6 @@ void NodeCanvas::draw()
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}
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}
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else
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else
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{
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{
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if (App::I->keys[(int)kKey::KeyQ])
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glDisable(GL_BLEND);
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m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
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m_canvas->m_cam_fov < 20.f ? m_sampler_nearest.bind(0) : m_sampler.bind(0);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::use(kShader::TextureAlpha);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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