From 3d2b7c5a239d1f08e2bf1d1771c9b59d13495485 Mon Sep 17 00:00:00 2001 From: dexy Date: Tue, 25 Feb 2020 17:03:35 +1100 Subject: [PATCH] Fix for wireframe mode with deferred shading --- CodeWalker/Rendering/ShaderManager.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/CodeWalker/Rendering/ShaderManager.cs b/CodeWalker/Rendering/ShaderManager.cs index c9c34ed..7e665e7 100644 --- a/CodeWalker/Rendering/ShaderManager.cs +++ b/CodeWalker/Rendering/ShaderManager.cs @@ -573,13 +573,14 @@ namespace CodeWalker.Rendering if (DefScene != null) { + context.Rasterizer.State = rsSolid; + DefScene.SetSceneColour(context); DefScene.RenderLights(context, camera, Shadowmap, GlobalLights); if (RenderLODLights.Count > 0) //LOD lights pass { - context.Rasterizer.State = rsSolid; context.OutputMerger.BlendState = bsAdd; //additive blend for lights... context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface DefScene.RenderLights(context, camera, RenderLODLights); @@ -587,7 +588,6 @@ namespace CodeWalker.Rendering if (RenderLights.Count > 0) { - context.Rasterizer.State = rsSolid; context.OutputMerger.BlendState = bsAdd; //additive blend for lights... context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface DefScene.RenderLights(context, camera, RenderLights);