From 30834665ffd009f5f5d047791842134dadec9e78 Mon Sep 17 00:00:00 2001 From: engineer_apple Date: Sat, 25 Jun 2022 07:24:55 +0000 Subject: [PATCH] Example 27.PostProcessing turn off depth buffer again BurningVideo Shader emulation pp_opengl.frag/vert frag_BFT_385_0xa0194718 - currently only implemented with depth-buffer disabled inside CTRTextureGouraudNoZ2 - special case of not power of 2 RTT TextureSampler without mipmap and no bilinear filter git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6413 dfc29bdd-3216-0410-991c-e03cc46cb475 --- examples/27.PostProcessing/main.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/examples/27.PostProcessing/main.cpp b/examples/27.PostProcessing/main.cpp index 6d457164..67739dd6 100644 --- a/examples/27.PostProcessing/main.cpp +++ b/examples/27.PostProcessing/main.cpp @@ -303,6 +303,9 @@ int main() screenQuadMaterial.setFlag(video::EMF_USE_MIP_MAPS, false); screenQuadMaterial.setFlag(video::EMF_BILINEAR_FILTER, false); + // turn off depth buffer, because our full screen 2D overlay doesn't process depth + screenQuadMaterial.setFlag(video::EMF_ZBUFFER, false); + // set quad texture to RTT we just create screenQuadMaterial.setTexture(0, rt);