- use a texture for the dither matrix

This commit is contained in:
Magnus Norddahl 2018-08-08 00:54:12 +02:00
commit 31addbc859
4 changed files with 41 additions and 22 deletions

View file

@ -176,6 +176,7 @@ void FGLRenderer::CopyToBackbuffer(const IntRect *bounds, bool applyGamma)
FGLDebug::PushGroup("CopyToBackbuffer");
FGLPostProcessState savedState;
savedState.SaveTextureBindings(2);
mBuffers->BindOutputFB();
IntRect box;
@ -198,6 +199,8 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
{
glViewport(box.left, box.top, box.width, box.height);
GLRenderer->mBuffers->BindDitherTexture(1);
glActiveTexture(GL_TEXTURE0);
if (ViewportLinearScale())
{