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Change sky blending fix to remove changing the "sky" texture slot when disabling sky blending.

This commit is contained in:
Mads Buvik Sandvei 2025-01-29 22:35:19 +01:00
parent b2c0d20d56
commit 517aa81938
2 changed files with 0 additions and 9 deletions

View file

@ -258,11 +258,8 @@ namespace MWRender
// TODO: Clean up this mess of loose uniforms that shaders depend on.
// turn off sky blending
int skyTextureSlot = mResourceSystem->getSceneManager()->getShaderManager().reserveGlobalTextureUnits(
Shader::ShaderManager::Slot::SkyTexture);
stateset->addUniform(new osg::Uniform("far", 10000000.0f));
stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
stateset->addUniform(new osg::Uniform("sky", skyTextureSlot));
stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{ 1, 1 }));
stateset->addUniform(new osg::Uniform("emissiveMult", 1.f));

View file

@ -736,14 +736,8 @@ namespace MWRender
stateset->setAttributeAndModes(fog, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE);
// turn of sky blending
int skyTextureSlot = MWBase::Environment::get()
.getResourceSystem()
->getSceneManager()
->getShaderManager()
.reserveGlobalTextureUnits(Shader::ShaderManager::Slot::SkyTexture);
stateset->addUniform(new osg::Uniform("far", 10000000.0f));
stateset->addUniform(new osg::Uniform("skyBlendingStart", 8000000.0f));
stateset->addUniform(new osg::Uniform("sky", skyTextureSlot));
stateset->addUniform(new osg::Uniform("screenRes", osg::Vec2f{ 1, 1 }));
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;