fixed the post-process rendering code messing with texture binding

this was causing /cinematic playback to output a white image
This commit is contained in:
myT 2017-10-04 04:59:49 +02:00
parent 62ff8ef1d1
commit dfd9c9b462
1 changed files with 7 additions and 4 deletions

View File

@ -648,8 +648,6 @@ static void GL2_PostProcessGamma()
GL_SelectTexture( 0 );
qglBindTexture( GL_TEXTURE_2D, frameBuffersPostProcess[frameBufferReadIndex ^ 1].color );
GL2_FullScreenQuad();
qglBindTexture( GL_TEXTURE_2D, 0 );
GL_Program();
}
@ -703,8 +701,6 @@ static void GL2_PostProcessGreyscale()
GL_SelectTexture( 0 );
qglBindTexture( GL_TEXTURE_2D, frameBuffersPostProcess[frameBufferReadIndex ^ 1].color );
GL2_FullScreenQuad();
qglBindTexture( GL_TEXTURE_2D, 0 );
GL_Program();
}
@ -770,6 +766,8 @@ void GL2_BeginFrame()
GL2_FBO_Bind( frameBufferMain );
else
GL2_FBO_Bind();
GL_Program();
}
@ -780,6 +778,11 @@ void GL2_EndFrame()
GL2_PostProcessGamma();
GL2_PostProcessGreyscale();
// needed for later calls to GL_Bind because
// the above functions use qglBindTexture directly
glState.texID[glState.currenttmu] = 0;
GL2_FBO_BlitSSToBackBuffer();
}