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Merge branch 'fix-mesa-sunglare' into 'master'
Fix sunglare on Mesa Closes #5906 See merge request OpenMW/openmw!665
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commit
cac7461324
2 changed files with 2 additions and 3 deletions
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@ -110,6 +110,7 @@
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Bug #5877: Effects appearing with empty icon
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Bug #5899: Visible modal windows and dropdowns crashing game on exit
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Bug #5902: NiZBufferProperty is unable to disable the depth test
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Bug #5906: Sunglare doesn't work with Mesa drivers and AMD GPUs
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Feature #390: 3rd person look "over the shoulder"
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Feature #832: OpenMW-CS: Handle deleted references
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Feature #1536: Show more information about level on menu
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@ -497,8 +497,6 @@ public:
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// Disable writing to the color buffer. We are using this geometry for visibility tests only.
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osg::ref_ptr<osg::ColorMask> colormask (new osg::ColorMask(0, 0, 0, 0));
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stateset->setAttributeAndModes(colormask, osg::StateAttribute::ON);
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osg::ref_ptr<osg::PolygonOffset> po (new osg::PolygonOffset( -1., -1. ));
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stateset->setAttributeAndModes(po, osg::StateAttribute::ON);
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mTransform->addChild(queryNode);
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@ -595,7 +593,7 @@ private:
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if (queryVisible)
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{
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osg::ref_ptr<osg::Depth> depth (new osg::Depth);
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depth->setFunction(osg::Depth::LESS);
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depth->setFunction(osg::Depth::LEQUAL);
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// This is a trick to make fragments written by the query always use the maximum depth value,
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// without having to retrieve the current far clipping distance.
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// We want the sun glare to be "infinitely" far away.
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