- use the vertex buffer to render the post processed screen image.

This commit is contained in:
Christoph Oelckers 2020-01-18 12:34:27 +01:00
parent c21c7a0670
commit 1a916c0a76
1 changed files with 2 additions and 15 deletions

View File

@ -32,8 +32,9 @@
#include "gl/shaders/gl_shaderprogram.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
#include "hwrenderer/postprocessing/hw_postprocess_cvars.h"
//#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/flatvertices.h"
#include "r_videoscale.h"
#include "v_video.h"
extern bool vid_hdr_active;
@ -45,23 +46,9 @@ namespace OpenGLRenderer
void FGLRenderer::RenderScreenQuad()
{
// The buffer here needs to be enabled later again, of course.
#if 0
auto buffer = static_cast<GLVertexBuffer *>(screen->mVertexData->GetBufferObjects().first);
buffer->Bind(nullptr);
glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
#else
glBegin(GL_TRIANGLE_STRIP);
glVertexAttrib2f(1, 0, 0);
glVertexAttrib2f(0, -1, -1);
glVertexAttrib2f(1, 0, 1);
glVertexAttrib2f(0, -1, 1);
glVertexAttrib2f(1, 1, 0);
glVertexAttrib2f(0, 1, -1);
glVertexAttrib2f(1, 1, 1);
glVertexAttrib2f(0, 1,1);
glEnd();
#endif
}
void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)