Prevent black screen on Bakura level

..when enemies use their clocking devices

Also use old style force effect for push/pull as the new effect doesn't actually work correctly (compared with flatscreen)
This commit is contained in:
Simon 2023-04-24 22:17:52 +01:00
parent c5c6c1dfb6
commit ec9aab5f6f

View file

@ -4054,7 +4054,8 @@ static void CG_ForcePushRefraction( vec3_t org, centity_t *cent )
float alpha; float alpha;
int tDif; int tDif;
if (!cg_renderToTextureFX.integer) //Use classic force push blur - refraction effect not working in GLES
//if (!cg_renderToTextureFX.integer)
{ {
CG_ForcePushBlur(org); CG_ForcePushBlur(org);
return; return;
@ -4746,6 +4747,8 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
} }
else else
{ {
//Causes screen to go black - just don't use this at all
/*
if (cg_renderToTextureFX.integer && cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4) if (cg_renderToTextureFX.integer && cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4)
{ {
cgi_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but.. cgi_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but..
@ -4754,6 +4757,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
ent->customShader = 0; ent->customShader = 0;
} }
else else
*/
{ //stencil buffer's in use, sorry { //stencil buffer's in use, sorry
ent->renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE); ent->renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = ent->shaderRGBA[3] = 255; ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = ent->shaderRGBA[3] = 255;