use actual screen resolution and use multiple buffers drawing only when blending is in use

This commit is contained in:
2019-01-08 10:29:47 +01:00
parent 4013a3b9bd
commit 71f79a7fa0
3 changed files with 69 additions and 23 deletions

View File

@@ -48,7 +48,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
{
if (!canvas->m_canvas->m_layers[layer_index].m_visible ||
canvas->m_canvas->m_layers[layer_index].m_opacity == .0f ||
!canvas->m_canvas->m_layers[layer_index].m_dirty_face)
!canvas->m_canvas->m_layers[layer_index].m_dirty_face[plane_index])
continue;
int z = (int)(canvas->m_canvas->m_order.size() - i);