Commit Graph

5 Commits

Author SHA1 Message Date
f6ffe12ddb OpenGL: convert old texture2D calls in FX shaders
And one texture1D call.
2017-05-19 11:09:12 -04:00
8adec78ca5 Cleanup: remove GLSL version checks 2017-05-17 10:46:42 +10:00
5f70116030 OpenGL: Fix textureXd deprecated calls. 2017-04-10 16:59:20 +02:00
407f8eed7d OpenGL: Converted gpu_compositing.c to use batches. 2017-03-15 13:17:49 +01:00
ff7220349d Compositing works with X-Ray.
Basically, before drawing X-Rays, we now bind a second depth buffer.
After drawing XRays, we do an extra resolve pass where we overwrite the
non-XRay depth buffer in pixels where the depth is not maximum (which
means background pixel, since depth is cleared before drawing X-Ray
objects).

This ensures both scene and X-Rays keep their depth values and are ready
for compositing. Well, the odd effect due to depth discontinuities can be
expected, and X-Rays are a bit more expensive (extra buffer + resolve pass)
but at least X-Rays won't invalidate depth values anymore. Whee!
2015-02-17 18:11:22 +01:00