Use FBO for parts rendering

This commit is contained in:
Simon Robertshaw 2011-10-21 18:21:22 +01:00
parent e6d4073f5b
commit 57f6ac0f3a

View File

@ -1812,7 +1812,6 @@ void render_parts(pixel *vid)
//Render to the particle FBO //Render to the particle FBO
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
//glDrawBuffers(1, fboBuff);
//Go into array mode //Go into array mode
glEnableClientState(GL_COLOR_ARRAY); 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 //Drawing the FBO onto the screen sounds like a cool idea now
glEnable( GL_TEXTURE_2D ); glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D, partsFboTex); glBindTexture(GL_TEXTURE_2D, partsFboTex);
//glColor4f(1.0f, 1.0f, 1.0f, 1.0f); 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);
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2d(1, 0); glTexCoord2d(1, 0);
glVertex3f(XRES*sdl_scale, (YRES)*sdl_scale, 1.0); glVertex3f(XRES*sdl_scale, (YRES)*sdl_scale, 1.0);