OpenGL Renderer:

- Fix bug where certain scenes would fail to draw when edge marking is enabled.
This commit is contained in:
rogerman 2015-04-28 00:39:48 +00:00
parent e89544aa7b
commit d627a5b6aa
2 changed files with 0 additions and 8 deletions

View File

@ -3497,10 +3497,8 @@ Render3DError OpenGLRenderer_2_0::RenderEdgeMarking(const u16 *colorTable)
glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
if (this->isVAOSupported)
{
@ -3580,10 +3578,8 @@ Render3DError OpenGLRenderer_2_0::RenderFog(const u8 *densityTable, const u32 co
glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
if (this->isVAOSupported)
{

View File

@ -942,10 +942,8 @@ Render3DError OpenGLRenderer_3_2::RenderEdgeMarking(const u16 *colorTable)
glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
@ -1001,10 +999,8 @@ Render3DError OpenGLRenderer_3_2::RenderFog(const u8 *densityTable, const u32 co
glBindTexture(GL_TEXTURE_2D, OGLRef.texGDepthID);
glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr);
glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);