Fallback shield shader
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@@ -256,7 +256,7 @@ public class Renderer implements ApplicationListener{
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draw(playerGroup, p -> true, Player::drawBuildRequests);
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draw(playerGroup, p -> true, Player::drawBuildRequests);
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if(Entities.countInBounds(shieldGroup) > 0){
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if(Entities.countInBounds(shieldGroup) > 0){
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if(settings.getBool("animatedshields")){
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if(settings.getBool("animatedshields") && Shaders.shield != null){
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Draw.flush();
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Draw.flush();
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shieldBuffer.begin();
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shieldBuffer.begin();
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graphics.clear(Color.CLEAR);
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graphics.clear(Color.CLEAR);
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@@ -1,5 +1,6 @@
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package io.anuke.mindustry.graphics;
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package io.anuke.mindustry.graphics;
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import io.anuke.annotations.Annotations.*;
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import io.anuke.arc.Core;
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import io.anuke.arc.Core;
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import io.anuke.arc.graphics.Color;
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import io.anuke.arc.graphics.Color;
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import io.anuke.arc.graphics.g2d.TextureRegion;
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import io.anuke.arc.graphics.g2d.TextureRegion;
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@@ -10,7 +11,7 @@ import io.anuke.arc.util.Time;
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public class Shaders{
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public class Shaders{
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public static Shadow shadow;
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public static Shadow shadow;
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public static BlockBuild blockbuild;
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public static BlockBuild blockbuild;
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public static Shield shield;
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public static @Nullable Shield shield;
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public static UnitBuild build;
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public static UnitBuild build;
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public static FogShader fog;
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public static FogShader fog;
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public static MenuShader menu;
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public static MenuShader menu;
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@@ -19,7 +20,13 @@ public class Shaders{
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public static void init(){
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public static void init(){
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shadow = new Shadow();
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shadow = new Shadow();
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blockbuild = new BlockBuild();
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blockbuild = new BlockBuild();
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shield = new Shield();
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try{
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shield = new Shield();
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}catch(Throwable t){
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//don't load shield shader
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shield = null;
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t.printStackTrace();
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}
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build = new UnitBuild();
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build = new UnitBuild();
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fog = new FogShader();
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fog = new FogShader();
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menu = new MenuShader();
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menu = new MenuShader();
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@@ -241,7 +241,9 @@ public class SettingsMenuDialog extends SettingsDialog{
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graphics.checkPref("fps", false);
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graphics.checkPref("fps", false);
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graphics.checkPref("indicators", true);
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graphics.checkPref("indicators", true);
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graphics.checkPref("animatedwater", false);
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graphics.checkPref("animatedwater", false);
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graphics.checkPref("animatedshields", !mobile);
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if(Shaders.shield != null){
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graphics.checkPref("animatedshields", !mobile);
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}
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graphics.checkPref("bloom", false, val -> renderer.toggleBloom(val));
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graphics.checkPref("bloom", false, val -> renderer.toggleBloom(val));
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graphics.checkPref("lasers", true);
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graphics.checkPref("lasers", true);
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graphics.checkPref("pixelate", false);
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graphics.checkPref("pixelate", false);
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