Fixed some stupid errors
This commit is contained in:
@@ -502,7 +502,7 @@ HOOK(void, FASTCALL, auth_3d_m_object_hrc_disp, 0x00000001401D0760, auth_3d_m_ob
|
||||
|
||||
for (auth_3d_object_instance& i : moh->instance) {
|
||||
if (!i.model_transform.visible)
|
||||
return;
|
||||
continue;
|
||||
|
||||
mdl::ObjFlags flags = mdl::OBJ_SSS;
|
||||
shadow_type_enum shadow_type = SHADOW_CHARA;
|
||||
|
||||
@@ -888,7 +888,7 @@ namespace rndr {
|
||||
glViewportDLL(0, 0, rctx->sprite_width, rctx->sprite_height);
|
||||
|
||||
if (multisample && multisample_framebuffer) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, multisample_framebuffer);
|
||||
gl_state_bind_framebuffer(multisample_framebuffer);
|
||||
gl_state_enable_multisample();
|
||||
glClearColorDLL(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClearDLL(GL_COLOR_BUFFER_BIT);
|
||||
@@ -909,19 +909,20 @@ namespace rndr {
|
||||
gl_state_enable_depth_test();
|
||||
|
||||
if (multisample && multisample_framebuffer) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
gl_state_bind_framebuffer(0);
|
||||
gl_state_disable_multisample();
|
||||
gl_state_bind_read_framebuffer(multisample_framebuffer);
|
||||
glBlitFramebuffer(0, 0, width, height,
|
||||
0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
gl_state_bind_read_framebuffer(0);
|
||||
fbo_blit(multisample_framebuffer, 0,
|
||||
0, 0, rctx->sprite_width, rctx->sprite_height,
|
||||
rctx->screen_x_offset, rctx->screen_y_offset,
|
||||
rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
}
|
||||
else
|
||||
fbo_blit(rctx->screen_buffer.fbos[0], 0,
|
||||
0, 0, rctx->sprite_width, rctx->sprite_height,
|
||||
rctx->screen_x_offset, rctx->screen_y_offset,
|
||||
rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
gl_state_get_error();
|
||||
|
||||
fbo_blit(rctx->screen_buffer.fbos[0], 0,
|
||||
0, 0, rctx->sprite_width, rctx->sprite_height,
|
||||
rctx->screen_x_offset, rctx->screen_y_offset,
|
||||
rctx->sprite_width, rctx->sprite_height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
shader::unbind();
|
||||
gl_state_bind_framebuffer(0);
|
||||
gl_state_end_event();
|
||||
|
||||
Reference in New Issue
Block a user