From b0c8870a0075a42ea455e39b4da161de27fffa70 Mon Sep 17 00:00:00 2001 From: Gunnar Birke Date: Sat, 17 Oct 2020 22:47:14 +0200 Subject: [PATCH] WINTERMUTE: Remove glShadeModel calls from gles2 renderer shadow volume --- .../wintermute/base/gfx/opengl/shadow_volume_opengl_shader.cpp | 3 --- 1 file changed, 3 deletions(-) diff --git a/engines/wintermute/base/gfx/opengl/shadow_volume_opengl_shader.cpp b/engines/wintermute/base/gfx/opengl/shadow_volume_opengl_shader.cpp index ae8023b075b..9884a6814fa 100644 --- a/engines/wintermute/base/gfx/opengl/shadow_volume_opengl_shader.cpp +++ b/engines/wintermute/base/gfx/opengl/shadow_volume_opengl_shader.cpp @@ -107,8 +107,6 @@ bool ShadowVolumeOpenGLShader::renderToStencilBuffer() { // renderstate is really not needed. glStencilFunc(GL_ALWAYS, 0x1, 0xFFFFFFFF); - glShadeModel(GL_FLAT); - // Make sure that no pixels get drawn to the frame buffer glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_ONE); @@ -128,7 +126,6 @@ bool ShadowVolumeOpenGLShader::renderToStencilBuffer() { // Restore render states glFrontFace(GL_CCW); - glShadeModel(GL_SMOOTH); glDepthMask(GL_TRUE); glDisable(GL_STENCIL_TEST); glDisable(GL_BLEND);