void LightSystem::RenderLights()
{
// So will switch to main render textures from SFML projection
m_currentRenderTexture = cur_lightStatic;
Vec2f viewCenter(m_viewAABB.GetCenter());
Vec2f viewSize(m_viewAABB.GetDims());
glDisable(GL_TEXTURE_2D);
if(m_useBloom)
{
// Clear the bloom texture
SwitchBloom();
glLoadIdentity();
m_bloomTexture.clear(m_ambientColor);
glColor4f(0.5f, 0.5f, 0.5f, 0.5f);
glBlendFunc(GL_ONE, GL_ZERO);
// Clear with quad, since glClear is not working for some reason... if results in very ugly artifacts
/*glBegin(GL_QUADS);
glVertex2f(0.0f, 0.0f);
glVertex2f(viewSize.x, 0.0f);
glVertex2f(viewSize.x, viewSize.y);
glVertex2f(0.0f, viewSize.y);
glEnd();
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);*/
}
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