summaryrefslogtreecommitdiff
path: root/src/simulation/SaveRenderer.cpp
diff options
context:
space:
mode:
authorSimon Robertshaw <simon@hardwired.org.uk>2012-06-25 21:34:04 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2012-06-25 21:34:04 (GMT)
commit694a6ed4f2066bf4617395247e4604e711d92c26 (patch)
tree0abe522b9767865bc5ec9a1520930dacd2357b3f /src/simulation/SaveRenderer.cpp
parent2ffb45581f139746e9e5d5623a82ee27923bd3aa (diff)
downloadpowder-694a6ed4f2066bf4617395247e4604e711d92c26.zip
powder-694a6ed4f2066bf4617395247e4604e711d92c26.tar.gz
Ammend to previous commit - the issue was not with smaller saves, but the accumulation of rendered particles on the framebuffer - fixed by clearing the fbo and pbo before rendering
Diffstat (limited to 'src/simulation/SaveRenderer.cpp')
-rw-r--r--src/simulation/SaveRenderer.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/simulation/SaveRenderer.cpp b/src/simulation/SaveRenderer.cpp
index 4a05cb0..2a79e79 100644
--- a/src/simulation/SaveRenderer.cpp
+++ b/src/simulation/SaveRenderer.cpp
@@ -53,6 +53,9 @@ Thumbnail * SaveRenderer::Render(GameSave * save)
glTranslated(0, MENUSIZE, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ ren->clearScreen(1.0f);
ren->render_parts();
ren->FinaliseParts();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);