- use uAddColor instead of uObjectColor2 for the ending color of a special colormap range.

Unlike uObjectColor2, this is more global state. uObjectColor2 is part of gradient calculation which may later be offloaded to a secondary buffer which already resulted in only conditionally setting it, resulting in broken special colormap application for the software renderer.
This commit is contained in:
Christoph Oelckers 2019-03-07 18:05:07 +01:00
commit 99c8ba1288
3 changed files with 3 additions and 3 deletions

View file

@ -138,7 +138,7 @@ bool FGLRenderState::ApplyShader()
activeShader->muLightIndex.Set(-1);
activeShader->muClipSplit.Set(mClipSplit);
activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
activeShader->muAddColor.Set(mAddColor); // Can this be done without a shader?
activeShader->muAddColor.Set(mAddColor);
if (mGlowEnabled)
{