Draw the cubes using flat shading and fewer vertexes.
[mandelwow.git] / main.rs
diff --git a/main.rs b/main.rs
index aee2e868873135d1ac9e66812d54c0cac9e9fcde..c673e020c0108e9b0670063bf5b488eded231190 100644 (file)
--- a/main.rs
+++ b/main.rs
@@ -69,8 +69,10 @@ fn main() {
         //.with_fullscreen(glutin::get_primary_monitor())
         .with_depth_buffer(24)
         .with_vsync()
+        .with_srgb(Some(true))
         .with_title(format!("MandelWow"))
         .build_glium()
+        //.build_glium_debug(glium::debug::DebugCallbackBehavior::PrintAll)
         .unwrap();
 
     gl_info(&display);
@@ -96,7 +98,7 @@ fn main() {
         zmax:  1.1,
     };
     let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
-    let shaded_cube = ShadedCube::new(&display, &Cube::default(), &shaded_program);
+    let shaded_cube = ShadedCube::new(&display, &shaded_program);
 
     const SEA_XSIZE: usize = 24;
     const SEA_ZSIZE: usize = 20;
@@ -224,8 +226,8 @@ fn main() {
                             .with_depth_buffer(24)
                             .rebuild_glium(&display).unwrap();
                     } else {
-                        //glutin::WindowBuilder::new()
-                        //    .rebuild_glium(&display).unwrap();
+                        glutin::WindowBuilder::new()
+                            .rebuild_glium(&display).unwrap();
                     }
                 },
                 ev => camera.process_input(&ev),