From 31de21e6aacbde4033345c31795fe1cf372509a7 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 18 Sep 2021 10:27:41 +0200 Subject: [PATCH] - GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on. --- src/rendering/hwrenderer/hw_entrypoint.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/rendering/hwrenderer/hw_entrypoint.cpp b/src/rendering/hwrenderer/hw_entrypoint.cpp index 85ada6613..b3ef82afd 100644 --- a/src/rendering/hwrenderer/hw_entrypoint.cpp +++ b/src/rendering/hwrenderer/hw_entrypoint.cpp @@ -166,9 +166,6 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou di->ProcessScene(toscreen); - // Reset colormap so 2D drawing isn't affected - RenderState.SetSpecialColormap(CM_DEFAULT, 1); - if (mainview) { PostProcess.Clock(); @@ -183,6 +180,9 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou screen->PostProcessScene(false, cm, flash, [&]() { di->DrawEndScene2D(mainvp.sector, RenderState); }); PostProcess.Unclock(); } + // Reset colormap so 2D drawing isn't affected + RenderState.SetSpecialColormap(CM_DEFAULT, 1); + di->EndDrawInfo(); if (eyeCount - eye_ix > 1) screen->NextEye(eyeCount);