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sky dummy texture not actually needed when using sky texture slot.

This commit is contained in:
Mads Buvik Sandvei 2025-01-26 17:41:43 +01:00
parent a1df9afc9a
commit dec9ce4a5f
2 changed files with 0 additions and 27 deletions

View file

@ -264,19 +264,6 @@ namespace MWRender
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 }));
if (Stereo::getMultiview())
{
// Multiview needs a texture2DArray dummy texture applied here
osg::Texture2DArray* textureArray = new osg::Texture2DArray;
textureArray->setTextureSize(1, 1, 2);
textureArray->setName("fakeSkyTexture");
textureArray->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
textureArray->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
textureArray->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
textureArray->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
textureArray->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
stateset->setTextureAttributeAndModes(skyTextureSlot, textureArray, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
}
stateset->addUniform(new osg::Uniform("emissiveMult", 1.f));

View file

@ -746,20 +746,6 @@ namespace MWRender
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 }));
if (Stereo::getMultiview())
{
// Multiview needs a texture2DArray dummy texture applied here
osg::Texture2DArray* textureArray = new osg::Texture2DArray;
textureArray->setTextureSize(1, 1, 2);
textureArray->setName("fakeSkyTexture");
textureArray->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
textureArray->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
textureArray->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
textureArray->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
textureArray->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
stateset->setTextureAttributeAndModes(skyTextureSlot, textureArray,
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED);
}
osg::ref_ptr<osg::LightModel> lightmodel = new osg::LightModel;
lightmodel->setAmbientIntensity(osg::Vec4(0.3f, 0.3f, 0.3f, 1.f));