Workaround for OpenGL terrain blend on Intel drivers.

This commit is contained in:
LuisAntonRebollo 2014-12-16 00:30:50 +01:00
parent 0718875ac3
commit cf195152d6
2 changed files with 2 additions and 4 deletions

View file

@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
// match the current texture id.
vec4 factors = vec4(0);
for(int i = 0; i < 4; i++)
if(layerSample[i] == texId)
factors[i] = 1;
factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
// This is a custom bilinear filter.

View file

@ -35,8 +35,7 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
// match the current texture id.
vec4 factors = vec4(0);
for(int i = 0; i < 4; i++)
if(layerSample[i] == texId)
factors[i] = 1;
factors[i] = (layerSample[i] == texId) ? 1 : 0; // workaround for Intel
// This is a custom bilinear filter.