From 55769aaf911cb06ffa856d5a9d14a77c5f4b3ada Mon Sep 17 00:00:00 2001 From: scrawl Date: Thu, 10 Jan 2013 01:46:00 +0100 Subject: [PATCH] Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled --- apps/openmw/engine.cpp | 4 +--- files/materials/selection.mat | 1 + files/materials/water.mat | 2 +- files/materials/water.shader | 2 +- 4 files changed, 4 insertions(+), 5 deletions(-) diff --git a/apps/openmw/engine.cpp b/apps/openmw/engine.cpp index 8c288a2ee..31eb68fa7 100644 --- a/apps/openmw/engine.cpp +++ b/apps/openmw/engine.cpp @@ -391,8 +391,6 @@ void OMW::Engine::go() MWBase::Environment::get().getWorld()->changeToInteriorCell (mCellName, pos); } - std::cout << "\nPress Q/ESC or close window to exit.\n"; - mOgre->getRoot()->addFrameListener (this); // Play some good 'ol tunes @@ -420,7 +418,7 @@ void OMW::Engine::go() // Save user settings settings.saveUser(settingspath); - std::cout << "Quitting peacefully.\n"; + std::cout << "Quitting peacefully." << std::endl; } void OMW::Engine::activate() diff --git a/files/materials/selection.mat b/files/materials/selection.mat index a76dd7179..2cb92f884 100644 --- a/files/materials/selection.mat +++ b/files/materials/selection.mat @@ -1,5 +1,6 @@ material SelectionColour { + allow_fixed_function false pass { vertex_program selection_vertex diff --git a/files/materials/water.mat b/files/materials/water.mat index dcea5a0d0..a5f9f2ec9 100644 --- a/files/materials/water.mat +++ b/files/materials/water.mat @@ -2,7 +2,7 @@ material Water { pass { - emissive 0.6 0.7 1.0 + emissive 1.0 1.0 1.0 ambient 0 0 0 diffuse 0 0 0 1 specular 0 0 0 32 diff --git a/files/materials/water.shader b/files/materials/water.shader index 6bd277eab..9ebea0f00 100644 --- a/files/materials/water.shader +++ b/files/materials/water.shader @@ -42,7 +42,7 @@ SH_START_PROGRAM { - shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(0.6, 0.7, 1.0); + shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(1.0, 1.0, 1.0); shOutputColour(0).w = 0.7; float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);