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Removes skycolor from GL framebuffer.
Differential Revision: https://code.wildfiregames.com/D4822 This was SVN commit r27220.
This commit is contained in:
@@ -162,9 +162,6 @@ materialmgr.quality = 10.0
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;;;;;;;;;;;;;;;;;;;;;;;;
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; Color of the sky (in "r g b" format)
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skycolor = "0 0 0"
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[adaptivefps]
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session = 60 ; Throttle FPS in running games (prevents 100% CPU workload).
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menu = 60 ; Throttle FPS in menus only.
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@@ -168,8 +168,7 @@ void CPostprocManager::RecreateBuffers()
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// Set up the framebuffers with some initial textures.
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m_CaptureFramebuffer = backendDevice->CreateFramebuffer("PostprocCaptureFramebuffer",
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m_ColorTex1.get(), m_DepthTex.get(),
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g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor());
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m_ColorTex1.get(), m_DepthTex.get(), CColor(0.0f, 0.0f, 0.0f, 0.0f));
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m_PingFramebuffer = backendDevice->CreateFramebuffer("PostprocPingFramebuffer",
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m_ColorTex1.get(), nullptr);
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@@ -677,8 +676,7 @@ void CPostprocManager::CreateMultisampleBuffer()
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// Set up the framebuffers with some initial textures.
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m_MultisampleFramebuffer = backendDevice->CreateFramebuffer("PostprocMultisampleFramebuffer",
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m_MultisampleColorTex.get(), m_MultisampleDepthTex.get(),
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g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor());
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m_MultisampleColorTex.get(), m_MultisampleDepthTex.get(), CColor(0.0f, 0.0f, 0.0f, 0.0f));
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if (!m_MultisampleFramebuffer)
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{
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@@ -22,7 +22,6 @@
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#include "lib/code_annotation.h"
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#include "lib/config2.h"
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#include "ps/CLogger.h"
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#include "ps/ConfigDB.h"
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#include "renderer/backend/gl/Device.h"
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#include "renderer/backend/gl/Texture.h"
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@@ -158,9 +157,7 @@ std::unique_ptr<CFramebuffer> CFramebuffer::CreateBackbuffer(
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std::unique_ptr<CFramebuffer> framebuffer(new CFramebuffer());
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framebuffer->m_Device = device;
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framebuffer->m_AttachmentMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
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CStr skyString = "0 0 0";
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CFG_GET_VAL("skycolor", skyString);
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framebuffer->m_ClearColor.ParseString(skyString, 0.0f);
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framebuffer->m_ClearColor = CColor(0.0f, 0.0f, 0.0f, 0.0f);
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return framebuffer;
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}
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