- this still doesn't work on Vulkan. :(

This commit is contained in:
Christoph Oelckers 2020-04-12 22:42:00 +02:00
commit 7c46dace03
3 changed files with 7 additions and 4 deletions

View file

@ -228,7 +228,7 @@ void VkRenderState::ApplyRenderPass(int dt)
pipelineKey.StencilPassOp = mStencilOp;
pipelineKey.ColorMask = mColorMask;
pipelineKey.CullMode = mCullMode;
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 1; // Always force minimum 1 texture as the shader requires it
pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 4; // Always force minimum 1 texture as the shader requires it
if (mSpecialEffect > EFF_NONE)
{
pipelineKey.SpecialEffect = mSpecialEffect;
@ -373,7 +373,7 @@ void VkRenderState::ApplyPushConstants()
mPushConstants.uFogEnabled = fogset;
int f = mTextureModeFlags;
if (!mBrightmapEnabled) f &= TEXF_Detailmap;
if (!mBrightmapEnabled)
mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
mPushConstants.uLightDist = mLightParms[0];
mPushConstants.uLightFactor = mLightParms[1];