]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
make sure depth test is disabled before rendering bloom
authoreihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 12 Feb 2012 20:30:58 +0000 (20:30 +0000)
committereihrul <eihrul@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 12 Feb 2012 20:30:58 +0000 (20:30 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11687 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 3b3bc5069ea7855a39e388a72550cc113914d308..868fb5ccc6ac08ac62ee2ea358bfd08bfeb1f888 100644 (file)
@@ -6238,6 +6238,7 @@ static void R_Bloom_MakeTexture(void)
        r_fb.bloomindex = 0;
        R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
        R_SetViewport(&r_fb.bloomviewport);
+       GL_DepthTest(false);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...