- 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:
Christoph Oelckers 2018-06-16 09:37:01 +02:00
commit 9ff7e5a4ef
12 changed files with 32 additions and 109 deletions

View file

@ -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);