- force render buffers to be active.
For modern hardware the fallback path really makes no sense and this allows to simplify some things quite a bit.
This commit is contained in:
parent
8ab68264c1
commit
9ff7e5a4ef
12 changed files with 32 additions and 109 deletions
|
|
@ -236,7 +236,7 @@ bool FRenderState::ApplyShader()
|
|||
}
|
||||
else if ((mColormapState >= CM_FIRSTSPECIALCOLORMAP && mColormapState < CM_MAXCOLORMAPFORCED))
|
||||
{
|
||||
if (FGLRenderBuffers::IsEnabled() && mColormapState < CM_FIRSTSPECIALCOLORMAPFORCED)
|
||||
if (mColormapState < CM_FIRSTSPECIALCOLORMAPFORCED)
|
||||
{
|
||||
// When using postprocessing to apply the colormap, we must render the image fullbright here.
|
||||
activeShader->muFixedColormap.Set(2);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue