From e5d487ff4a05263d45ede1eaa02e7597b36e9f0c Mon Sep 17 00:00:00 2001 From: eihrul Date: Sun, 12 Feb 2012 20:30:58 +0000 Subject: [PATCH] make sure depth test is disabled before rendering bloom git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11687 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=f60f3cd4fdf7ff946904e53a07d3a4e8b5c5da5f --- gl_rmain.c | 1 + 1 file changed, 1 insertion(+) diff --git a/gl_rmain.c b/gl_rmain.c index 961bb702..fc379041 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -6233,6 +6233,7 @@ static void R_Bloom_MakeTexture(void) r_fb.bloomindex = 0; R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); R_SetViewport(&r_fb.bloomviewport); + GL_DepthTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... -- 2.39.2