mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 07:20:40 +00:00
Fix GLSL out fragment shader color.
This commit is contained in:
parent
80482753e1
commit
4409a12af6
9 changed files with 59 additions and 17 deletions
|
|
@ -202,8 +202,21 @@ void _GFXGLTextureTargetFBOImpl::applyState()
|
|||
|
||||
void _GFXGLTextureTargetFBOImpl::makeActive()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
|
||||
GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mFramebuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
|
||||
GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mFramebuffer);
|
||||
|
||||
int i = 0;
|
||||
GLenum draws[16];
|
||||
for( i = 0; i < GFXGL->getNumRenderTargets(); ++i)
|
||||
{
|
||||
_GFXGLTargetDesc* color = mTarget->getTargetDesc( static_cast<GFXTextureTarget::RenderSlot>(GFXTextureTarget::Color0+i ));
|
||||
if(color)
|
||||
draws[i] = GL_COLOR_ATTACHMENT0 + i;
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
glDrawBuffers( i, draws );
|
||||
}
|
||||
|
||||
void _GFXGLTextureTargetFBOImpl::finish()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue