Index: ps/trunk/binaries/data/config/default.cfg =================================================================== --- ps/trunk/binaries/data/config/default.cfg +++ ps/trunk/binaries/data/config/default.cfg @@ -162,9 +162,6 @@ ;;;;;;;;;;;;;;;;;;;;;;;; -; Color of the sky (in "r g b" format) -skycolor = "0 0 0" - [adaptivefps] session = 60 ; Throttle FPS in running games (prevents 100% CPU workload). menu = 60 ; Throttle FPS in menus only. Index: ps/trunk/source/renderer/PostprocManager.cpp =================================================================== --- ps/trunk/source/renderer/PostprocManager.cpp +++ ps/trunk/source/renderer/PostprocManager.cpp @@ -168,8 +168,7 @@ // Set up the framebuffers with some initial textures. m_CaptureFramebuffer = backendDevice->CreateFramebuffer("PostprocCaptureFramebuffer", - m_ColorTex1.get(), m_DepthTex.get(), - g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor()); + m_ColorTex1.get(), m_DepthTex.get(), CColor(0.0f, 0.0f, 0.0f, 0.0f)); m_PingFramebuffer = backendDevice->CreateFramebuffer("PostprocPingFramebuffer", m_ColorTex1.get(), nullptr); @@ -677,8 +676,7 @@ // Set up the framebuffers with some initial textures. m_MultisampleFramebuffer = backendDevice->CreateFramebuffer("PostprocMultisampleFramebuffer", - m_MultisampleColorTex.get(), m_MultisampleDepthTex.get(), - g_VideoMode.GetBackendDevice()->GetCurrentBackbuffer()->GetClearColor()); + m_MultisampleColorTex.get(), m_MultisampleDepthTex.get(), CColor(0.0f, 0.0f, 0.0f, 0.0f)); if (!m_MultisampleFramebuffer) { Index: ps/trunk/source/renderer/backend/gl/Framebuffer.cpp =================================================================== --- ps/trunk/source/renderer/backend/gl/Framebuffer.cpp +++ ps/trunk/source/renderer/backend/gl/Framebuffer.cpp @@ -22,7 +22,6 @@ #include "lib/code_annotation.h" #include "lib/config2.h" #include "ps/CLogger.h" -#include "ps/ConfigDB.h" #include "renderer/backend/gl/Device.h" #include "renderer/backend/gl/Texture.h" @@ -158,9 +157,7 @@ std::unique_ptr framebuffer(new CFramebuffer()); framebuffer->m_Device = device; framebuffer->m_AttachmentMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT; - CStr skyString = "0 0 0"; - CFG_GET_VAL("skycolor", skyString); - framebuffer->m_ClearColor.ParseString(skyString, 0.0f); + framebuffer->m_ClearColor = CColor(0.0f, 0.0f, 0.0f, 0.0f); return framebuffer; }