1
0
Fork 0
mirror of https://github.com/OpenMW/openmw.git synced 2025-02-28 13:09:42 +00:00

Fix inventory doll when ripple fragment shader path is used

Basically don't abuse OSG as badly. We need to let it know we've bound a shader program so it doesn't assume the FFP is still used, but it doesn't have a built-in way to apply the uniforms when doing so, so we need to do it manually.
This commit is contained in:
AnyOldName3 2024-09-25 16:14:19 +01:00
parent 95a1183ad3
commit bd8386459a

View file

@ -206,8 +206,14 @@ namespace MWRender
};
// PASS: Blot in all ripple spawners
state.pushStateSet(frameState.mStateset);
state.apply();
state.applyAttribute(mProgramBlobber);
state.apply(frameState.mStateset);
for (const auto& [name, stack] : state.getUniformMap())
{
if (!stack.uniformVec.empty())
state.getLastAppliedProgramObject()->apply(*(stack.uniformVec.back().first));
}
if (mUseCompute)
{
@ -226,7 +232,11 @@ namespace MWRender
// PASS: Wave simulation
state.applyAttribute(mProgramSimulation);
state.apply(frameState.mStateset);
for (const auto& [name, stack] : state.getUniformMap())
{
if (!stack.uniformVec.empty())
state.getLastAppliedProgramObject()->apply(*(stack.uniformVec.back().first));
}
if (mUseCompute)
{
@ -242,6 +252,8 @@ namespace MWRender
state.applyTextureAttribute(0, mTextures[1]);
osg::Geometry::drawImplementation(renderInfo);
}
state.popStateSet();
}
osg::Texture* RipplesSurface::getColorTexture() const