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authorSimon Robertshaw <simon@hardwired.org.uk>2011-10-21 17:21:22 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2011-10-21 17:21:22 (GMT)
commit57f6ac0f3a6f8b8b89f6c34efeda3d7fc1a23f72 (patch)
tree938a41d5b1179eceeb7030a34bf11dbcf456a28f /src
parente6d4073f5b343c26779a67d65aaedd09512490a7 (diff)
downloadpowder-57f6ac0f3a6f8b8b89f6c34efeda3d7fc1a23f72.zip
powder-57f6ac0f3a6f8b8b89f6c34efeda3d7fc1a23f72.tar.gz
Use FBO for parts rendering
Diffstat (limited to 'src')
-rw-r--r--src/graphics.c4
1 files changed, 1 insertions, 3 deletions
diff --git a/src/graphics.c b/src/graphics.c
index 3f7c32a..08ce784 100644
--- a/src/graphics.c
+++ b/src/graphics.c
@@ -1812,7 +1812,6 @@ void render_parts(pixel *vid)
//Render to the particle FBO
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
- //glDrawBuffers(1, fboBuff);
//Go into array mode
glEnableClientState(GL_COLOR_ARRAY);
@@ -1961,8 +1960,7 @@ void render_parts(pixel *vid)
//Drawing the FBO onto the screen sounds like a cool idea now
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D, partsFboTex);
- //glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
- //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, XRES/CELL, YRES/CELL, GL_BGRA, GL_UNSIGNED_BYTE, air_buf);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2d(1, 0);
glVertex3f(XRES*sdl_scale, (YRES)*sdl_scale, 1.0);