- implemented desaturation for the legacy GL renderer's 2D.

A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
This commit is contained in:
Christoph Oelckers 2018-03-30 18:14:42 +02:00
commit 832df6d43a
11 changed files with 168 additions and 60 deletions

View file

@ -169,9 +169,6 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
void OpenGLFrameBuffer::WipeEndScreen()
{
screen->Draw2D();
screen->Clear2D();
const auto &viewport = GLRenderer->mScreenViewport;
wipeendscreen = new FHardwareTexture(viewport.width, viewport.height, true);
wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");