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fix sunglare flash, make sure all bound render targets have color masks set

This commit is contained in:
Cody Glassman 2023-02-25 15:14:01 -08:00
parent 5b2a2a4484
commit fb5979312f

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@ -5,6 +5,7 @@
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/ColorMask>
#include <osg/ColorMaski>
#include <osg/Depth>
#include <osg/Geometry>
#include <osg/Material>
@ -798,7 +799,8 @@ namespace MWRender
// Disable writing to the color buffer. We are using this geometry for visibility tests only.
osg::ref_ptr<osg::ColorMask> colormask = new osg::ColorMask(0, 0, 0, 0);
stateset->setAttributeAndModes(colormask);
if (sceneManager.getSupportsNormalsRT())
stateset->setAttributeAndModes(new osg::ColorMaski(1, false, false, false, false));
mTransform->addChild(queryNode);
mOcclusionQueryVisiblePixels = createOcclusionQueryNode(queryNode, true);