mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-06 14:00:39 +00:00
Workaround for OpenGL terrain blend on Intel drivers.
This commit is contained in:
parent
0718875ac3
commit
cf195152d6
2 changed files with 2 additions and 4 deletions
|
|
@ -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.
|
||||
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue