Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled

actorid
scrawl 12 years ago
parent 35015ef110
commit 55769aaf91

@ -391,8 +391,6 @@ void OMW::Engine::go()
MWBase::Environment::get().getWorld()->changeToInteriorCell (mCellName, pos);
}
std::cout << "\nPress Q/ESC or close window to exit.\n";
mOgre->getRoot()->addFrameListener (this);
// Play some good 'ol tunes
@ -420,7 +418,7 @@ void OMW::Engine::go()
// Save user settings
settings.saveUser(settingspath);
std::cout << "Quitting peacefully.\n";
std::cout << "Quitting peacefully." << std::endl;
}
void OMW::Engine::activate()

@ -1,5 +1,6 @@
material SelectionColour
{
allow_fixed_function false
pass
{
vertex_program selection_vertex

@ -2,7 +2,7 @@ material Water
{
pass
{
emissive 0.6 0.7 1.0
emissive 1.0 1.0 1.0
ambient 0 0 0
diffuse 0 0 0 1
specular 0 0 0 32

@ -42,7 +42,7 @@
SH_START_PROGRAM
{
shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(0.6, 0.7, 1.0);
shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(1.0, 1.0, 1.0);
shOutputColour(0).w = 0.7;
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);

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