- 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.
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3 changed files with 3 additions and 3 deletions
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@ -138,7 +138,7 @@ bool FGLRenderState::ApplyShader()
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activeShader->muLightIndex.Set(-1);
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activeShader->muClipSplit.Set(mClipSplit);
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activeShader->muSpecularMaterial.Set(mGlossiness, mSpecularLevel);
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activeShader->muAddColor.Set(mAddColor); // Can this be done without a shader?
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activeShader->muAddColor.Set(mAddColor);
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if (mGlowEnabled)
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{
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