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forked from 0ad/0ad

Moves GL calls of fixed pipeline under the same condition.

This was SVN commit r23953.
This commit is contained in:
Vladislav Belov 2020-08-09 13:01:58 +00:00
parent 4c1847d3db
commit b664a1ae8e

View File

@ -207,10 +207,6 @@ void SkyManager::RenderSky()
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
pglActiveTextureARB(GL_TEXTURE0_ARB);
if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
CShaderProgramPtr shader; CShaderProgramPtr shader;
CShaderTechniquePtr skytech; CShaderTechniquePtr skytech;
@ -243,6 +239,10 @@ void SkyManager::RenderSky()
} }
else else
{ {
pglActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
// Modify current matrix that already contains view part. // Modify current matrix that already contains view part.
glPushMatrix(); glPushMatrix();
@ -317,10 +317,9 @@ void SkyManager::RenderSky()
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
glPopMatrix(); glPopMatrix();
}
if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);