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Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2290)

Gilad Reich 6 سال پیش
والد
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14c40242db
2فایلهای تغییر یافته به همراه4 افزوده شده و 1 حذف شده
  1. 2 1
      docs/CHANGELOG.txt
  2. 2 0
      examples/imgui_impl_dx9.cpp

+ 2 - 1
docs/CHANGELOG.txt

@@ -30,7 +30,7 @@ HOW TO UPDATE?
 
 
 -----------------------------------------------------------------------
- VERSION 1.68
+ VERSION 1.68 (In progress)
 -----------------------------------------------------------------------
 
 Other Changes:
@@ -41,6 +41,7 @@ Other Changes:
 - Examples: Win32: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created 
   in a different thread. (#1951, #2087, #2156, #2232) [many people]
 - Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
+- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
 
 
 -----------------------------------------------------------------------

+ 2 - 0
examples/imgui_impl_dx9.cpp

@@ -10,6 +10,7 @@
 
 // CHANGELOG 
 // (minor and older changes stripped away, please see git history for details)
+//  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 //  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
 //  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@@ -131,6 +132,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
     g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
     g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
     g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
+    g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);