Removes skycolor from GL framebuffer.

Differential Revision: https://code.wildfiregames.com/D4822
This was SVN commit r27220.
This commit is contained in:
vladislavbelov
2022-11-11 23:03:01 +00:00
parent 76e0076ef6
commit 192585008a
3 changed files with 3 additions and 11 deletions
-3
View File
@@ -162,9 +162,6 @@ materialmgr.quality = 10.0
;;;;;;;;;;;;;;;;;;;;;;;;
; Color of the sky (in "r g b" format)
skycolor = "0 0 0"
[adaptivefps]
session = 60 ; Throttle FPS in running games (prevents 100% CPU workload).
menu = 60 ; Throttle FPS in menus only.
+2 -4
View File
@@ -168,8 +168,7 @@ void CPostprocManager::RecreateBuffers()
// Set up the framebuffers with some initial textures.
m_CaptureFramebuffer = backendDevice->CreateFramebuffer("PostprocCaptureFramebuffer",
m_ColorTex1.get(), m_DepthTex.get(),
g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor());
m_ColorTex1.get(), m_DepthTex.get(), CColor(0.0f, 0.0f, 0.0f, 0.0f));
m_PingFramebuffer = backendDevice->CreateFramebuffer("PostprocPingFramebuffer",
m_ColorTex1.get(), nullptr);
@@ -677,8 +676,7 @@ void CPostprocManager::CreateMultisampleBuffer()
// Set up the framebuffers with some initial textures.
m_MultisampleFramebuffer = backendDevice->CreateFramebuffer("PostprocMultisampleFramebuffer",
m_MultisampleColorTex.get(), m_MultisampleDepthTex.get(),
g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor());
m_MultisampleColorTex.get(), m_MultisampleDepthTex.get(), CColor(0.0f, 0.0f, 0.0f, 0.0f));
if (!m_MultisampleFramebuffer)
{
+1 -4
View File
@@ -22,7 +22,6 @@
#include "lib/code_annotation.h"
#include "lib/config2.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "renderer/backend/gl/Device.h"
#include "renderer/backend/gl/Texture.h"
@@ -158,9 +157,7 @@ std::unique_ptr<CFramebuffer> CFramebuffer::CreateBackbuffer(
std::unique_ptr<CFramebuffer> framebuffer(new CFramebuffer());
framebuffer->m_Device = device;
framebuffer->m_AttachmentMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT;
CStr skyString = "0 0 0";
CFG_GET_VAL("skycolor", skyString);
framebuffer->m_ClearColor.ParseString(skyString, 0.0f);
framebuffer->m_ClearColor = CColor(0.0f, 0.0f, 0.0f, 0.0f);
return framebuffer;
}