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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
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@ -303,6 +303,9 @@ int main()
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screenQuadMaterial.setFlag(video::EMF_USE_MIP_MAPS, false);
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screenQuadMaterial.setFlag(video::EMF_USE_MIP_MAPS, false);
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screenQuadMaterial.setFlag(video::EMF_BILINEAR_FILTER, false);
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screenQuadMaterial.setFlag(video::EMF_BILINEAR_FILTER, false);
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// turn off depth buffer, because our full screen 2D overlay doesn't process depth
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screenQuadMaterial.setFlag(video::EMF_ZBUFFER, false);
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// set quad texture to RTT we just create
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// set quad texture to RTT we just create
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screenQuadMaterial.setTexture(0, rt);
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screenQuadMaterial.setTexture(0, rt);
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