Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good.

This commit is contained in:
scrawl 2013-02-03 19:28:31 +01:00
parent 109d0a942f
commit a44dfcd2ac
2 changed files with 6 additions and 9 deletions

View file

@ -867,8 +867,8 @@ void RenderingManager::windowResized(Ogre::RenderWindow* rw)
mVideoPlayer->setResolution (rw->getWidth(), rw->getHeight());
const Settings::CategorySettingVector& changed = Settings::Manager::apply();
MWBase::Environment::get().getInputManager()->processChangedSettings(changed); //FIXME
MWBase::Environment::get().getWindowManager()->processChangedSettings(changed); // FIXME
MWBase::Environment::get().getInputManager()->processChangedSettings(changed);
MWBase::Environment::get().getWindowManager()->processChangedSettings(changed);
}
void RenderingManager::windowClosed(Ogre::RenderWindow* rw)
@ -878,9 +878,9 @@ void RenderingManager::windowClosed(Ogre::RenderWindow* rw)
bool RenderingManager::waterShaderSupported()
{
const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
if (caps->getNumMultiRenderTargets() < 2 || !Settings::Manager::getBool("shaders", "Objects"))
return false;
//const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
//if (caps->getNumMultiRenderTargets() < 2 || !Settings::Manager::getBool("shaders", "Objects"))
//return false;
return true;
}

View file

@ -424,11 +424,8 @@ void Water::applyRTT()
mReflection = new PlaneReflection(mSceneMgr, mSky);
mReflection->setParentCamera (mCamera);
mReflection->setHeight(mTop);
mWater->setRenderQueueGroup(RQG_Water);
}
else
mWater->setRenderQueueGroup(RQG_Alpha);
mWater->setRenderQueueGroup(RQG_Alpha);
delete mRefraction;
mRefraction = NULL;