Fixed blending for stars default framebuffer rendering

This commit is contained in:
Jonas Strandstedt
2014-10-08 13:43:43 +02:00
parent 36925cbde7
commit 48614f582a
3 changed files with 8 additions and 3 deletions

View File

@@ -58,7 +58,7 @@ void main(void)
vec4 position = vs_position;
float depth = pscDepth(position);
gl_FragDepth = depth;
gl_FragDepth = 10.0;
//gl_FragDepth = 10.0;
//ABufferStruct_t frag = createGeometryFragment(vec4(1,0,0,1), position, depth);
//ABufferStruct_t frag = createGeometryFragment(diffuse, position, depth);

View File

@@ -212,6 +212,7 @@ void RenderEngine::render()
//glEnable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
// setup the camera for the current frame
const glm::vec3 eyePosition
@@ -237,7 +238,11 @@ void RenderEngine::render()
_abuffer->preRender();
_sceneGraph->render({*_mainCamera, psc()});
_abuffer->postRender();
_abuffer->resolve();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
_abuffer->resolve();
glDisable(GL_BLEND);
#ifndef OPENSPACE_VIDEO_EXPORT
// Print some useful information on the master viewport

View File

@@ -310,7 +310,6 @@ void RenderableStars::render(const RenderData& data){
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
//glBlendFunc(GL_ONE, GL_ONE_MINUS_DST_COLOR);
#ifdef GLSPRITES
glm::mat4 modelMatrix = data.camera.modelMatrix();
@@ -365,6 +364,7 @@ void RenderableStars::render(const RenderData& data){
glEnable(GL_DEPTH_TEST);
#endif
glDisable(GL_BLEND);
}
void RenderableStars::loadTexture(){