Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good.

actorid
scrawl 12 years ago
parent 109d0a942f
commit a44dfcd2ac

@ -867,8 +867,8 @@ void RenderingManager::windowResized(Ogre::RenderWindow* rw)
mVideoPlayer->setResolution (rw->getWidth(), rw->getHeight());
const Settings::CategorySettingVector& changed = Settings::Manager::apply();
MWBase::Environment::get().getInputManager()->processChangedSettings(changed); //FIXME
MWBase::Environment::get().getWindowManager()->processChangedSettings(changed); // FIXME
MWBase::Environment::get().getInputManager()->processChangedSettings(changed);
MWBase::Environment::get().getWindowManager()->processChangedSettings(changed);
}
void RenderingManager::windowClosed(Ogre::RenderWindow* rw)
@ -878,9 +878,9 @@ void RenderingManager::windowClosed(Ogre::RenderWindow* rw)
bool RenderingManager::waterShaderSupported()
{
const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
if (caps->getNumMultiRenderTargets() < 2 || !Settings::Manager::getBool("shaders", "Objects"))
return false;
//const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
//if (caps->getNumMultiRenderTargets() < 2 || !Settings::Manager::getBool("shaders", "Objects"))
//return false;
return true;
}

@ -424,11 +424,8 @@ void Water::applyRTT()
mReflection = new PlaneReflection(mSceneMgr, mSky);
mReflection->setParentCamera (mCamera);
mReflection->setHeight(mTop);
mWater->setRenderQueueGroup(RQG_Water);
}
else
mWater->setRenderQueueGroup(RQG_Alpha);
mWater->setRenderQueueGroup(RQG_Alpha);
delete mRefraction;
mRefraction = NULL;

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