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Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp33
1 files changed, 2 insertions, 31 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index dc9006a4e1..c5c9140874 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -3,7 +3,7 @@
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
-/* http://www.godotengine.org */
+/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
@@ -4854,35 +4854,6 @@ float RasterizerStorageGLES3::reflection_probe_get_origin_max_distance(RID p_pro
return reflection_probe->max_distance;
}
-/* ROOM API */
-
-RID RasterizerStorageGLES3::room_create() {
-
- return RID();
-}
-void RasterizerStorageGLES3::room_add_bounds(RID p_room, const PoolVector<Vector2> &p_convex_polygon, float p_height, const Transform &p_transform) {
-}
-void RasterizerStorageGLES3::room_clear_bounds(RID p_room) {
-}
-
-/* PORTAL API */
-
-// portals are only (x/y) points, forming a convex shape, which its clockwise
-// order points outside. (z is 0);
-
-RID RasterizerStorageGLES3::portal_create() {
-
- return RID();
-}
-void RasterizerStorageGLES3::portal_set_shape(RID p_portal, const Vector<Point2> &p_shape) {
-}
-void RasterizerStorageGLES3::portal_set_enabled(RID p_portal, bool p_enabled) {
-}
-void RasterizerStorageGLES3::portal_set_disable_distance(RID p_portal, float p_distance) {
-}
-void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color &p_color) {
-}
-
RID RasterizerStorageGLES3::gi_probe_create() {
GIProbe *gip = memnew(GIProbe);
@@ -6253,7 +6224,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j);
bool used_depth = false;
- if (j == 0 && i == 0 && rt->buffers.active == false && !rt->flags[RENDER_TARGET_NO_3D]) { //will use this one for rendering 3D
+ if (j == 0 && i == 0) { //use always
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
used_depth = true;
}