From 57f6ac0f3a6f8b8b89f6c34efeda3d7fc1a23f72 Mon Sep 17 00:00:00 2001 From: Simon Robertshaw Date: Fri, 21 Oct 2011 18:21:22 +0100 Subject: [PATCH] Use FBO for parts rendering --- src/graphics.c | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/src/graphics.c b/src/graphics.c index 3f7c32ab6..08ce784c4 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);