Disable back-face culling when rendering the Sides of the map, preventing a graphical artifact at the edge of water maps.
By rendering sides even when they are back-facing, the water shader is on top of a mesh instead of emptiness and this solves an old "edge-of-map" graphical issue. Taken out from D359 with vlad's agreement. See screenshots there for more information on the exact issue. This was SVN commit r22007.
This commit is contained in:
parent
9903fd8a6c
commit
38c096896b
@ -1227,6 +1227,8 @@ void CPatchRData::RenderSides(CShaderProgramPtr& shader)
|
||||
if (!m_VBSides)
|
||||
return;
|
||||
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
SSideVertex *base = (SSideVertex *)m_VBSides->m_Owner->Bind();
|
||||
|
||||
// setup data pointers
|
||||
@ -1243,6 +1245,8 @@ void CPatchRData::RenderSides(CShaderProgramPtr& shader)
|
||||
g_Renderer.m_Stats.m_TerrainTris += m_VBSides->m_Count - 2;
|
||||
|
||||
CVertexBuffer::Unbind();
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
void CPatchRData::RenderPriorities(CTextRenderer& textRenderer)
|
||||
|
Loading…
Reference in New Issue
Block a user