From 174b3d224995c3287a7f012720b01497e22aab37 Mon Sep 17 00:00:00 2001 From: Andrei Kortunov Date: Fri, 13 Apr 2018 09:17:05 +0400 Subject: [PATCH 1/2] Reset an inventory filter after reload or a new game start (bug #4392) --- apps/openmw/mwgui/inventorywindow.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/apps/openmw/mwgui/inventorywindow.cpp b/apps/openmw/mwgui/inventorywindow.cpp index 7bf8ad025..4acf61d93 100644 --- a/apps/openmw/mwgui/inventorywindow.cpp +++ b/apps/openmw/mwgui/inventorywindow.cpp @@ -129,6 +129,12 @@ namespace MWGui mItemView->setModel(mSortModel); + mFilterAll->setStateSelected(true); + mFilterWeapon->setStateSelected(false); + mFilterApparel->setStateSelected(false); + mFilterMagic->setStateSelected(false); + mFilterMisc->setStateSelected(false); + mPreview->updatePtr(mPtr); mPreview->rebuild(); mPreview->update(); From b08d7b4a3b1a7b82f57a37be633a5ac19278a43a Mon Sep 17 00:00:00 2001 From: Capostrophic Date: Thu, 12 Apr 2018 00:39:11 +0300 Subject: [PATCH 2/2] Use centroid interpolation for shader lighting (fixes #4143) --- files/shaders/objects_fragment.glsl | 4 ++-- files/shaders/objects_vertex.glsl | 4 ++-- files/shaders/terrain_fragment.glsl | 4 ++-- files/shaders/terrain_vertex.glsl | 4 ++-- 4 files changed, 8 insertions(+), 8 deletions(-) diff --git a/files/shaders/objects_fragment.glsl b/files/shaders/objects_fragment.glsl index 5a72b44b3..ed1322609 100644 --- a/files/shaders/objects_fragment.glsl +++ b/files/shaders/objects_fragment.glsl @@ -47,9 +47,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; diff --git a/files/shaders/objects_vertex.glsl b/files/shaders/objects_vertex.glsl index e140cd6ad..4ed02b9c3 100644 --- a/files/shaders/objects_vertex.glsl +++ b/files/shaders/objects_vertex.glsl @@ -38,9 +38,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; diff --git a/files/shaders/terrain_fragment.glsl b/files/shaders/terrain_fragment.glsl index 134e838c0..ef6d7f226 100644 --- a/files/shaders/terrain_fragment.glsl +++ b/files/shaders/terrain_fragment.glsl @@ -17,9 +17,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal; diff --git a/files/shaders/terrain_vertex.glsl b/files/shaders/terrain_vertex.glsl index e2a180153..9e7c4a162 100644 --- a/files/shaders/terrain_vertex.glsl +++ b/files/shaders/terrain_vertex.glsl @@ -6,9 +6,9 @@ varying float depth; #define PER_PIXEL_LIGHTING (@normalMap || @forcePPL) #if !PER_PIXEL_LIGHTING -varying vec4 lighting; +centroid varying vec4 lighting; #else -varying vec4 passColor; +centroid varying vec4 passColor; #endif varying vec3 passViewPos; varying vec3 passNormal;