- draw the colormap blend after postprocessing, not before it.
- added colormap shader to postprocessing. This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
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12 changed files with 218 additions and 47 deletions
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@ -71,7 +71,7 @@ CUSTOM_CVAR(Bool, gl_enhanced_nightvision, true, CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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// The fixed colormap state needs to be reset because if this happens when
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// a shader is set to CM_LITE or CM_TORCH it won't register the change in behavior caused by this CVAR.
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if (GLRenderer != NULL && GLRenderer->mShaderManager != NULL)
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if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr)
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{
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GLRenderer->mShaderManager->ResetFixedColormap();
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}
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