diff options
Diffstat (limited to 'drivers/gles2/rasterizer_canvas_gles2.cpp')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 17 |
1 files changed, 9 insertions, 8 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 72bc33e407..069dbe027d 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -1172,7 +1172,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } } -void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { +void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) { if (storage->frame.current_rt->copy_screen_effect.color == 0) { ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers"); @@ -1181,8 +1181,6 @@ void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { glDisable(GL_BLEND); - state.canvas_texscreen_used = true; - Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height); Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y); @@ -1195,9 +1193,6 @@ void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - glClearColor(1, 0, 1, 1); - glClear(GL_COLOR_BUFFER_BIT); - storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section); @@ -1225,14 +1220,20 @@ void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front + glEnable(GL_BLEND); +} + +void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { + + state.canvas_texscreen_used = true; + + _copy_texscreen(p_rect); // back to canvas, force rebind state.using_texture_rect = false; state.canvas_shader.bind(); _bind_canvas_texture(state.current_tex, state.current_normal); _set_uniforms(); - - glEnable(GL_BLEND); } void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) { |