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Fix missing VBO bind calls
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8aebfdb3ab
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1 changed files with 3 additions and 0 deletions
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@ -149,6 +149,7 @@ void FGLRenderer::BloomScene()
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mBloomExtractShader->Bind();
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mBloomExtractShader->Bind();
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->SceneTexture.Set(0);
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mBloomExtractShader->Exposure.Set(mCameraExposure);
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mBloomExtractShader->Exposure.Set(mCameraExposure);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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mVBO->RenderScreenQuad();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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@ -246,6 +247,7 @@ void FGLRenderer::TonemapScene()
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mTonemapShader->Bind();
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mTonemapShader->Bind();
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mTonemapShader->SceneTexture.Set(0);
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mTonemapShader->SceneTexture.Set(0);
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mTonemapShader->Exposure.Set(mCameraExposure);
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mTonemapShader->Exposure.Set(mCameraExposure);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad();
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mVBO->RenderScreenQuad();
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if (blendEnabled)
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if (blendEnabled)
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@ -355,6 +357,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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}
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mBuffers->BindHudTexture(0);
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mBuffers->BindHudTexture(0);
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mVBO->BindVBO();
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mVBO->RenderScreenQuad(width / (float)mBuffers->GetWidth(), height / (float)mBuffers->GetHeight());
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mVBO->RenderScreenQuad(width / (float)mBuffers->GetWidth(), height / (float)mBuffers->GetHeight());
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if (blendEnabled)
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if (blendEnabled)
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