From ab6e87b5f84323f6f761ecd03353a4332c045ae8 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 23 May 2020 22:28:31 +0200 Subject: [PATCH] - workaround for Ion Fury display glitches on the first map. I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy. --- source/build/src/polymost.cpp | 2 +- source/glbackend/glbackend.cpp | 1 - 2 files changed, 1 insertion(+), 2 deletions(-) diff --git a/source/build/src/polymost.cpp b/source/build/src/polymost.cpp index e6abddf07..8db9dc459 100644 --- a/source/build/src/polymost.cpp +++ b/source/build/src/polymost.cpp @@ -3162,7 +3162,7 @@ void polymost_drawrooms() polymost_outputGLDebugMessage(3, "polymost_drawrooms()"); #ifdef YAX_ENABLE - if (yax_polymostclearzbuffer) + //if (yax_polymostclearzbuffer) #endif { GLInterface.ClearDepth(); diff --git a/source/glbackend/glbackend.cpp b/source/glbackend/glbackend.cpp index cd75d4904..15d01e6b1 100644 --- a/source/glbackend/glbackend.cpp +++ b/source/glbackend/glbackend.cpp @@ -211,7 +211,6 @@ void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, Polymos { if (activeShader == polymostShader) { - glVertexAttrib4fv(2, renderState.Color); glVertexAttrib4fv(2, renderState.Color); if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all. renderState.Apply(polymostShader, lastState);