From fe9b3172c65ffcebf0118c771dfa3ef7be0f2ce0 Mon Sep 17 00:00:00 2001 From: Alexander Bock Date: Sun, 17 May 2015 12:07:08 +0200 Subject: [PATCH] Committing the depth hack for renderablemodel Adding GL_STENCIL_BIT for Mac as it seems to help with an NSOpenGL error --- shaders/model_fs.glsl | 3 ++- src/main.cpp | 4 ++++ 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/shaders/model_fs.glsl b/shaders/model_fs.glsl index f9e799c2ec..2739e2dd33 100644 --- a/shaders/model_fs.glsl +++ b/shaders/model_fs.glsl @@ -52,6 +52,7 @@ void main() { vec4 position = vs_position; float depth = pscDepth(position); + depth = length(campos - position); vec4 diffuse = texture(texture1, vs_st); diffuse[3] = fading; @@ -89,5 +90,5 @@ void main() ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth); addToBuffer(frag); } - + } \ No newline at end of file diff --git a/src/main.cpp b/src/main.cpp index 0b7e94a4d9..9005b246f8 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -79,6 +79,10 @@ int main(int argc, char** argv) { sgct::MessageHandler::instance()->setLogToCallback(true); sgct::MessageHandler::instance()->setLogCallback(mainLogCallback); +#ifdef __APPLE__ + glfwWindowHint(GLFW_STENCIL_BITS, 8); +#endif + LDEBUG("Creating SGCT Engine"); _sgctEngine = new sgct::Engine(newArgc, newArgv);