From Farshild Laskari, "The vertex shader for the point stateset of PrecipitationEffect was not properly computing the clip vertex. It needed to apply a modelview transformation to the clip vertex. Attached is the fix."

This commit is contained in:
Robert Osfield
2012-03-06 10:33:20 +00:00
parent 7c278ce5d6
commit ecbe4b1058

View File

@@ -635,7 +635,7 @@ void PrecipitationEffect::setUpGeometries(unsigned int numParticles)
" gl_PointSize = ceil(pointSize);\n"
" \n"
" colour.a = 0.05+(pointSize*pointSize)/(gl_PointSize*gl_PointSize);\n"
" gl_ClipVertex = v_current;\n"
" gl_ClipVertex = gl_ModelViewMatrix * v_current;\n"
"}\n";
char fragmentShaderSource[] =