- use a dedicated vertex buffer for rendering the wipes.
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
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6 changed files with 157 additions and 89 deletions
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@ -98,16 +98,6 @@ public:
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if (pcount) *pcount = count;
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}
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void RenderScreenQuad(float maxU = 1.0f, float maxV = 1.0f)
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{
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FFlatVertex *ptr = GetBuffer();
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ptr->Set(-1.0f, -1.0f, 0, 0.0f, 0.0f); ptr++;
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ptr->Set(-1.0f, 1.0f, 0, 0.0f, maxV); ptr++;
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ptr->Set(1.0f, -1.0f, 0, maxU, 0.0f); ptr++;
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ptr->Set(1.0f, 1.0f, 0, maxU, maxV); ptr++;
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RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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}
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#endif
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void Reset()
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{
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