From d1f1b8d6ee3ee5aa6e5688852aa904a67bc7710a Mon Sep 17 00:00:00 2001 From: divverent Date: Fri, 6 Apr 2012 18:20:32 +0000 Subject: [PATCH] properly check for bloom being active From: Rudolf Polzer git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11789 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 0c19fc2e..53aba216 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -6910,10 +6910,6 @@ void R_RenderView(void) r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value; - // apply bloom brightness offset - if(r_bloom.integer) - r_refdef.view.colorscale *= r_bloom_scenebrightness.value; - if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) // in sRGB fallback, behave similar to true sRGB: convert this // value from linear to sRGB @@ -6924,6 +6920,11 @@ void R_RenderView(void) R_Shadow_UpdateWorldLightSelection(); R_Bloom_StartFrame(); + + // apply bloom brightness offset + if(r_fb.bloomtexture[0]) + r_refdef.view.colorscale *= r_bloom_scenebrightness.value; + R_Water_StartFrame(); // now we probably have an fbo to render into -- 2.39.2