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Fix r_clearbuffer color not being used
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parent
3e01039bbb
commit
302f59ea33
2 changed files with 9 additions and 3 deletions
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@ -116,6 +116,8 @@ public:
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bool mDrawingScene2D = false;
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bool mDrawingScene2D = false;
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float mCameraExposure = 1.0f;
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float mCameraExposure = 1.0f;
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float mSceneClearColor[3];
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FGLRenderer(OpenGLFrameBuffer *fb);
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FGLRenderer(OpenGLFrameBuffer *fb);
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~FGLRenderer() ;
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~FGLRenderer() ;
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@ -178,7 +178,7 @@ void FGLRenderer::Set3DViewport(bool mainview)
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// This is faster on newer hardware because it allows the GPU to skip
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// This is faster on newer hardware because it allows the GPU to skip
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// reading from slower memory where the full buffers are stored.
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// reading from slower memory where the full buffers are stored.
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(mSceneClearColor[0], mSceneClearColor[1], mSceneClearColor[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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const auto &bounds = mSceneViewport;
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const auto &bounds = mSceneViewport;
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@ -775,6 +775,9 @@ void FGLRenderer::SetFixedColormap (player_t *player)
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sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen)
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{
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{
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sector_t * retval;
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sector_t * retval;
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mSceneClearColor[0] = 0.0f;
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mSceneClearColor[1] = 0.0f;
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mSceneClearColor[2] = 0.0f;
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R_SetupFrame (camera);
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R_SetupFrame (camera);
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SetViewArea();
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SetViewArea();
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@ -1251,8 +1254,9 @@ int FGLInterface::GetMaxViewPitch(bool down)
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void FGLInterface::ClearBuffer(int color)
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void FGLInterface::ClearBuffer(int color)
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{
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{
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PalEntry pe = GPalette.BaseColors[color];
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PalEntry pe = GPalette.BaseColors[color];
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glClearColor(pe.r/255.f, pe.g/255.f, pe.b/255.f, 1.f);
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GLRenderer->mSceneClearColor[0] = pe.r / 255.f;
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glClear(GL_COLOR_BUFFER_BIT);
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GLRenderer->mSceneClearColor[1] = pe.g / 255.f;
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GLRenderer->mSceneClearColor[2] = pe.b / 255.f;
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}
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}
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//===========================================================================
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//===========================================================================
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