Prevent cloud "pop" when an overlapping cloud fades out to nothing
This commit is contained in:
+2
-2
@@ -346,12 +346,12 @@ pingPongBetween (fb1, to1) (fb2, to2) fs = do
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb2)
|
||||
--textureBinding Texture2D $= Just to1
|
||||
glBindTexture GL_TEXTURE_2D (_unTO to1)
|
||||
drawShader fs 4
|
||||
drawFullShader fs 4
|
||||
--bindFramebuffer Framebuffer $= fb1
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb1)
|
||||
--textureBinding Texture2D $= Just to2
|
||||
glBindTexture GL_TEXTURE_2D (_unTO to2)
|
||||
drawShader fs 4
|
||||
drawFullShader fs 4
|
||||
|
||||
renderFoldable ::
|
||||
MV.MVector (PrimState IO) (FullShader,VBO) ->
|
||||
|
||||
Reference in New Issue
Block a user