From 56db2b02ccdad3de4a5ca69230a3b3cc2a29317a Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Sat, 6 Jan 2018 17:21:02 +0100 Subject: [PATCH] - Fix psprite not appearing when invulnerability effect is active with bloom turned on --- src/gl/scene/gl_scene.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 1ce74404c..a0bcb4882 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -682,7 +682,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector) Reset3DViewport(); // Delay drawing psprites until after bloom has been applied, if enabled. - if (!FGLRenderBuffers::IsEnabled() || !gl_bloom) + if (!FGLRenderBuffers::IsEnabled() || !gl_bloom || FixedColormap != CM_DEFAULT) { DrawEndScene2D(viewsector); } @@ -864,7 +864,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { - GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom) DrawEndScene2D(lviewsector); }); + GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); }); // This should be done after postprocessing, not before. GLRenderer->mBuffers->BindCurrentFB();