OpenGL Renderer:
- Fix bug where certain scenes would fail to draw when edge marking is enabled.
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@ -3497,10 +3497,8 @@ Render3DError OpenGLRenderer_2_0::RenderEdgeMarking(const u16 *colorTable)
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
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glActiveTexture(GL_TEXTURE0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (this->isVAOSupported)
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{
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@ -3580,10 +3578,8 @@ Render3DError OpenGLRenderer_2_0::RenderFog(const u8 *densityTable, const u32 co
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
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glActiveTexture(GL_TEXTURE0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (this->isVAOSupported)
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{
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@ -942,10 +942,8 @@ Render3DError OpenGLRenderer_3_2::RenderEdgeMarking(const u16 *colorTable)
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
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glActiveTexture(GL_TEXTURE0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindVertexArray(0);
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@ -1001,10 +999,8 @@ Render3DError OpenGLRenderer_3_2::RenderFog(const u8 *densityTable, const u32 co
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
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glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
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glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
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glActiveTexture(GL_TEXTURE0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindVertexArray(0);
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