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https://gitlab.com/OpenMW/openmw.git
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Now that refraction is separated out, we don't have to worry about rendering order. Should fix transparency blending issues around water (eg waterfalls) for good.
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@ -867,8 +867,8 @@ void RenderingManager::windowResized(Ogre::RenderWindow* rw)
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mVideoPlayer->setResolution (rw->getWidth(), rw->getHeight());
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const Settings::CategorySettingVector& changed = Settings::Manager::apply();
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MWBase::Environment::get().getInputManager()->processChangedSettings(changed); //FIXME
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MWBase::Environment::get().getWindowManager()->processChangedSettings(changed); // FIXME
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MWBase::Environment::get().getInputManager()->processChangedSettings(changed);
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MWBase::Environment::get().getWindowManager()->processChangedSettings(changed);
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}
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void RenderingManager::windowClosed(Ogre::RenderWindow* rw)
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@ -878,9 +878,9 @@ void RenderingManager::windowClosed(Ogre::RenderWindow* rw)
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bool RenderingManager::waterShaderSupported()
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{
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const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
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if (caps->getNumMultiRenderTargets() < 2 || !Settings::Manager::getBool("shaders", "Objects"))
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return false;
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//const RenderSystemCapabilities* caps = Root::getSingleton().getRenderSystem()->getCapabilities();
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//if (caps->getNumMultiRenderTargets() < 2 || !Settings::Manager::getBool("shaders", "Objects"))
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//return false;
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return true;
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}
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@ -424,11 +424,8 @@ void Water::applyRTT()
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mReflection = new PlaneReflection(mSceneMgr, mSky);
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mReflection->setParentCamera (mCamera);
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mReflection->setHeight(mTop);
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mWater->setRenderQueueGroup(RQG_Water);
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}
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else
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mWater->setRenderQueueGroup(RQG_Alpha);
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mWater->setRenderQueueGroup(RQG_Alpha);
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delete mRefraction;
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mRefraction = NULL;
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