mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-24 14:49:27 +00:00
method to make sure we're not getting pixel shader inputs mixed with outputs.
This commit is contained in:
parent
412c0380f4
commit
181f95510a
4 changed files with 12 additions and 5 deletions
|
|
@ -1159,10 +1159,9 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
|
|||
|
||||
GFX->drawPrimitive(0);
|
||||
|
||||
// Ensure these two textures are bound to the pixel shader input on the second run as they are used as pixel shader outputs (render targets).
|
||||
GFX->setTexture(1, NULL); //mDepthBuffer
|
||||
GFX->setTexture(2, NULL); //mFrontBuffer
|
||||
GFX->updateStates(); //update the dirty texture state we set above
|
||||
// Ensure these two textures are NOT bound to the pixel shader input on the second run as they are used as pixel shader outputs (render targets).
|
||||
GFX->clearTextureStateImmediate(1); //mDepthBuffer
|
||||
GFX->clearTextureStateImmediate(2); //mFrontBuffer
|
||||
}
|
||||
|
||||
void VolumetricFog::reflect_render(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue