Skip to content

Commit

Permalink
Ignore depth buffer flags on BSShaderPPLightingProperty
Browse files Browse the repository at this point in the history
  • Loading branch information
fo76utils committed Feb 13, 2025
1 parent 7b0af63 commit bb4e279
Showing 1 changed file with 4 additions and 2 deletions.
6 changes: 4 additions & 2 deletions src/gl/glproperty.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -812,12 +812,14 @@ void BSShaderLightingProperty::updateImpl( const NifModel * nif, const QModelInd
flags2 = ShaderFlags::SF2( nif->get<quint32>( iSPData, "Shader Flags 2" ) );
hasVertexColors = bool( flags2 & ShaderFlags::SLSF2_Vertex_Colors );
hasVertexAlpha = bool( flags1 & ShaderFlags::SLSF1_Vertex_Alpha );
depthTest = bool( flags1 & ShaderFlags::SLSF1_ZBuffer_Test );
depthWrite = bool( flags2 & ShaderFlags::SLSF2_ZBuffer_Write );
depthTest = true;
depthWrite = true;
isDoubleSided = bool( flags2 & ShaderFlags::SLSF2_Double_Sided );
clampMode = TexClampMode( nif->get<quint32>( iSPData, "Texture Clamp Mode" ) );
environmentReflection = nif->get<float>( iSPData, "Environment Map Scale" );
if ( typeid( *this ) == typeid( BSEffectShaderProperty ) ) {
depthTest = bool( flags1 & ShaderFlags::SLSF1_ZBuffer_Test );
depthWrite = bool( flags2 & ShaderFlags::SLSF2_ZBuffer_Write );
BSEffectShaderProperty * esp = static_cast< BSEffectShaderProperty * >( this );
esp->falloff.startAngle = nif->get<float>( iSPData, "Falloff Start Angle" );
esp->falloff.stopAngle = nif->get<float>( iSPData, "Falloff Stop Angle" );
Expand Down

0 comments on commit bb4e279

Please sign in to comment.