m_stars->Vertices.reallocate(4 * m_star_params.count);
m_stars->Indices.reallocate(6 * m_star_params.count);
+ video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders”
PcgRandom rgen(m_seed);
float d = (0.006 / 2) * m_star_params.scale;
for (u16 i = 0; i < m_star_params.count; i++) {
a.rotateVect(p1);
a.rotateVect(p2);
a.rotateVect(p3);
- m_stars->Vertices.push_back(video::S3DVertex(p, {}, {}, {}));
- m_stars->Vertices.push_back(video::S3DVertex(p1, {}, {}, {}));
- m_stars->Vertices.push_back(video::S3DVertex(p2, {}, {}, {}));
- m_stars->Vertices.push_back(video::S3DVertex(p3, {}, {}, {}));
+ m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {}));
+ m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {}));
+ m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {}));
+ m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {}));
}
for (u16 i = 0; i < m_star_params.count; i++) {
m_stars->Indices.push_back(i * 4 + 0);