Clean some code.
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@@ -454,10 +454,9 @@ void IrrDriver::initDevice()
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m_shadow_importance = new ShadowImportance();
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m_mrt.clear();
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m_mrt.reallocate(3);
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m_mrt.reallocate(2);
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m_mrt.push_back(m_rtts->getRTT(RTT_COLOR));
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m_mrt.push_back(m_rtts->getRTT(RTT_NORMAL_AND_DEPTH));
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m_mrt.push_back(m_rtts->getRTT(RTT_SPECULARMAP));
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irr::video::COpenGLDriver* gl_driver = (irr::video::COpenGLDriver*)m_device->getVideoDriver();
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gl_driver->extGlGenQueries(1, &m_lensflare_query);
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@@ -826,9 +826,9 @@ void PostProcessing::render()
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PROFILER_POP_CPU_MARKER();
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}
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m_material.MaterialType = irr_driver->getShader(ES_RAIN);
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/* m_material.MaterialType = irr_driver->getShader(ES_RAIN);
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drv->setMaterial(m_material);
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static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
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static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();*/
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if (UserConfigParams::m_mlaa) // MLAA. Must be the last pp filter.
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{
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@@ -143,8 +143,6 @@ void IrrDriver::renderGLSL(float dt)
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// Clear normal and depth to zero
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m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_NORMAL_AND_DEPTH), true, false, video::SColor(0,0,0,0));
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// Clear specular map to zero
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m_video_driver->setRenderTarget(m_rtts->getRTT(RTT_SPECULARMAP), true, false, video::SColor(0,0,0,0));
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irr_driver->getVideoDriver()->enableMaterial2D();
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RaceGUIBase *rg = world->getRaceGUI();
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@@ -199,6 +197,7 @@ void IrrDriver::renderGLSL(float dt)
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
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m_scene_manager->drawAll(m_renderpass);
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irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
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@@ -72,7 +72,6 @@ RTT::RTT()
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rtts[RTT_TMP4] = drv->addRenderTargetTexture(res, "rtt.tmp4", ECF_R8, stencil);
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rtts[RTT_NORMAL_AND_DEPTH] = drv->addRenderTargetTexture(res, "rtt.normal_and_depth", ECF_G16R16F, stencil);
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rtts[RTT_COLOR] = drv->addRenderTargetTexture(res, "rtt.color", ECF_A16B16G16R16F, stencil);
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rtts[RTT_SPECULARMAP] = drv->addRenderTargetTexture(res, "rtt.specularmap", ECF_R8, stencil);
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rtts[RTT_HALF1] = drv->addRenderTargetTexture(half, "rtt.half1", ECF_A8R8G8B8, stencil);
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rtts[RTT_HALF2] = drv->addRenderTargetTexture(half, "rtt.half2", ECF_A8R8G8B8, stencil);
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@@ -33,7 +33,6 @@ enum TypeRTT
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RTT_TMP4,
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RTT_NORMAL_AND_DEPTH,
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RTT_COLOR,
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RTT_SPECULARMAP,
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RTT_HALF1,
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RTT_HALF2,
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