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
This commit is contained in:
engineer_apple 2022-06-25 07:24:55 +00:00
parent 17c7a1bd6e
commit 30834665ff

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@ -303,6 +303,9 @@ int main()
screenQuadMaterial.setFlag(video::EMF_USE_MIP_MAPS, false); screenQuadMaterial.setFlag(video::EMF_USE_MIP_MAPS, false);
screenQuadMaterial.setFlag(video::EMF_BILINEAR_FILTER, 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 // set quad texture to RTT we just create
screenQuadMaterial.setTexture(0, rt); screenQuadMaterial.setTexture(0, rt);