Scroll fog is like a clear colour for the render target, but can be semi transparent as the tilegen layer can be shown underneath. I assumed that transprent polys would be drawn to the render target for transparent polys but unfortunately the logic does not work. So where else could it be drawn? Well with limited memory it must be draw to the buffer for opaque polys, which means this render target is also blended.

This commit is contained in:
Ian Curtis 2023-10-15 17:16:52 +01:00
parent 392900fee2
commit 86d477263f
3 changed files with 7 additions and 21 deletions

View file

@ -380,7 +380,7 @@ void CNew3D::RenderFrame(void)
m_r3dShader.SetLayer(Layer::trans2);
m_r3dFrameBuffers.SetFBO(Layer::trans2);
RenderScene(pri, renderOverlay, Layer::trans2);
DisableRenderStates();
if (!hasOverlay) break; // no high priority polys

View file

@ -227,9 +227,7 @@ void R3DFrameBuffers::AllocShaderBase()
void main()
{
vec4 colBase = texture(tex1, fsTexCoord);
if(colBase.a < 1.0) discard;
fragColor = colBase;
fragColor = texture(tex1, fsTexCoord);
}
)glsl";
@ -302,7 +300,8 @@ void R3DFrameBuffers::Draw()
glViewport (0, 0, m_width, m_height); // cover the entire screen
glDisable (GL_DEPTH_TEST); // disable depth testing / writing
glDisable (GL_CULL_FACE);
glDisable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
for (int i = 0; i < (int)std::size(m_texIDs); i++) { // bind our textures to correct texture units
glActiveTexture(GL_TEXTURE0 + i);
@ -313,10 +312,6 @@ void R3DFrameBuffers::Draw()
glBindVertexArray (m_vao);
DrawBaseLayer ();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
DrawAlphaLayer ();
glDisable (GL_BLEND);

View file

@ -48,16 +48,9 @@ void WriteOutputs(vec4 colour)
{
vec4 blank = vec4(0.0);
if(colour.a < 1.0) { // some transparency
out0 = blank;
out1 = colour;
out2 = blank;
}
else { // opaque
out0 = colour;
out1 = blank;
out2 = blank;
}
out0 = colour;
out1 = blank;
out2 = blank;
}
void main()
@ -117,8 +110,6 @@ void R3DScrollFog::DrawScrollFog(float rgba[4], float attenuation, float ambient
// some ogl states
glDepthMask (GL_FALSE); // disable z writes
glDisable (GL_DEPTH_TEST); // disable depth testing
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindVertexArray (m_vao);
glUseProgram (m_shaderProgram);