mirror of
https://github.com/TES3MP/TES3MP.git
synced 2025-09-27 15:11:36 -04:00
Fix selection buffer (i.e. item selection on the inventory character preview) when object shaders were disabled
This commit is contained in:
parent
35015ef110
commit
55769aaf91
@ -391,8 +391,6 @@ void OMW::Engine::go()
|
|||||||
MWBase::Environment::get().getWorld()->changeToInteriorCell (mCellName, pos);
|
MWBase::Environment::get().getWorld()->changeToInteriorCell (mCellName, pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::cout << "\nPress Q/ESC or close window to exit.\n";
|
|
||||||
|
|
||||||
mOgre->getRoot()->addFrameListener (this);
|
mOgre->getRoot()->addFrameListener (this);
|
||||||
|
|
||||||
// Play some good 'ol tunes
|
// Play some good 'ol tunes
|
||||||
@ -420,7 +418,7 @@ void OMW::Engine::go()
|
|||||||
// Save user settings
|
// Save user settings
|
||||||
settings.saveUser(settingspath);
|
settings.saveUser(settingspath);
|
||||||
|
|
||||||
std::cout << "Quitting peacefully.\n";
|
std::cout << "Quitting peacefully." << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
void OMW::Engine::activate()
|
void OMW::Engine::activate()
|
||||||
|
@ -1,5 +1,6 @@
|
|||||||
material SelectionColour
|
material SelectionColour
|
||||||
{
|
{
|
||||||
|
allow_fixed_function false
|
||||||
pass
|
pass
|
||||||
{
|
{
|
||||||
vertex_program selection_vertex
|
vertex_program selection_vertex
|
||||||
|
@ -2,7 +2,7 @@ material Water
|
|||||||
{
|
{
|
||||||
pass
|
pass
|
||||||
{
|
{
|
||||||
emissive 0.6 0.7 1.0
|
emissive 1.0 1.0 1.0
|
||||||
ambient 0 0 0
|
ambient 0 0 0
|
||||||
diffuse 0 0 0 1
|
diffuse 0 0 0 1
|
||||||
specular 0 0 0 32
|
specular 0 0 0 32
|
||||||
|
@ -42,7 +42,7 @@
|
|||||||
|
|
||||||
SH_START_PROGRAM
|
SH_START_PROGRAM
|
||||||
{
|
{
|
||||||
shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(0.6, 0.7, 1.0);
|
shOutputColour(0).xyz = shSample(animatedTexture, UV * 15).xyz * float3(1.0, 1.0, 1.0);
|
||||||
shOutputColour(0).w = 0.7;
|
shOutputColour(0).w = 0.7;
|
||||||
|
|
||||||
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
|
float fogValue = shSaturate((depth - fogParams.y) * fogParams.w);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user