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authorclayjohn <claynjohn@gmail.com>2023-04-11 21:15:24 -0700
committerYuri Sizov <yuris@humnom.net>2023-04-24 16:28:27 +0200
commitd4c9ca39758ef0fb9ed27f8473faed5690994fef (patch)
tree5ac4f39548fe02037a0d399d027553c4dc8886eb /drivers/gles3
parentdf80e2ae4331f58643c12fa6e4f00ed4d2d0a6e8 (diff)
Ensure that depth write state is updated before transparent pass in OpenGL3 renderer
(cherry picked from commit ed0c378bda98d41288c0f9eeb31707590853e215)
Diffstat (limited to 'drivers/gles3')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp12
1 files changed, 5 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index b3d6b01c6c..3d8f7924a7 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1948,7 +1948,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
- scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
+ scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS;
if (!fb_cleared) {
glClearDepth(1.0f);
@@ -1976,19 +1976,17 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
_render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
+ glDepthMask(GL_FALSE);
+ scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
+
if (draw_sky) {
RENDER_TIMESTAMP("Render Sky");
- if (scene_state.current_depth_test != GLES3::SceneShaderData::DEPTH_TEST_ENABLED) {
- glEnable(GL_DEPTH_TEST);
- scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
- }
+
glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
- scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y);