- 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.
This commit is contained in:
Christoph Oelckers 2020-05-23 22:28:31 +02:00
parent 2703823ac4
commit ab6e87b5f8
2 changed files with 1 additions and 2 deletions

View file

@ -3162,7 +3162,7 @@ void polymost_drawrooms()
polymost_outputGLDebugMessage(3, "polymost_drawrooms()");
#ifdef YAX_ENABLE
if (yax_polymostclearzbuffer)
//if (yax_polymostclearzbuffer)
#endif
{
GLInterface.ClearDepth();

View file

@ -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);