- at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here.

This commit is contained in:
Christoph Oelckers 2014-08-02 21:06:34 +02:00
commit a63871d170
3 changed files with 22 additions and 4 deletions

View file

@ -106,8 +106,7 @@ bool FRenderState::ApplyShader()
}
else
{
// todo: check how performance is affected by using 'discard' in a shader and if necessary create a separate set of discard-less shaders.
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4);
activeShader = GLRenderer->mShaderManager->Get(mTextureEnabled ? mEffectState : 4, mAlphaThreshold >= 0.f);
activeShader->Bind();
}