WINTERMUTE: Remove glShadeModel calls from gles2 renderer shadow volume

This commit is contained in:
Gunnar Birke 2020-10-17 22:47:14 +02:00 committed by Paweł Kołodziejski
parent 10b0f884c6
commit b0c8870a00

View file

@ -107,8 +107,6 @@ bool ShadowVolumeOpenGLShader::renderToStencilBuffer() {
// renderstate is really not needed. // renderstate is really not needed.
glStencilFunc(GL_ALWAYS, 0x1, 0xFFFFFFFF); glStencilFunc(GL_ALWAYS, 0x1, 0xFFFFFFFF);
glShadeModel(GL_FLAT);
// Make sure that no pixels get drawn to the frame buffer // Make sure that no pixels get drawn to the frame buffer
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_ONE); glBlendFunc(GL_ZERO, GL_ONE);
@ -128,7 +126,6 @@ bool ShadowVolumeOpenGLShader::renderToStencilBuffer() {
// Restore render states // Restore render states
glFrontFace(GL_CCW); glFrontFace(GL_CCW);
glShadeModel(GL_SMOOTH);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
glDisable(GL_BLEND); glDisable(GL_BLEND);