Move glBindVertexArray(0) to a better place for deferred enabled

This commit is contained in:
Benau 2018-02-03 11:27:53 +08:00
parent 48cde3e041
commit 9d9502e99c

View File

@ -409,7 +409,6 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
glBindVertexArray(0);
} //renderSceneDeferred
@ -548,10 +547,10 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera,
{
scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
const core::recti &viewport = camera->getViewport();
bool isRace = StateManager::get()->getGameState() == GUIEngine::GAME;
FrameBuffer *fbo = m_post_processing->render(camnode, isRace, m_rtts);
// The viewport has been changed using glViewport function directly
// during scene rendering, but irrlicht thinks that nothing changed
// when single camera is used. In this case we set the viewport
@ -591,6 +590,7 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera,
camera->activate();
m_post_processing->renderPassThrough(fbo->getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
}
glBindVertexArray(0);
} //renderPostProcessing
// ----------------------------------------------------------------------------