Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview.
I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.
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@ -2499,7 +2499,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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glColorMask(0, 0, 0, 0);
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glColorMask(0, 0, 0, 0);
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RasterizerGLES3::clear_depth(0.0);
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RasterizerGLES3::clear_depth(0.0);
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glClear(GL_DEPTH_BUFFER_BIT);
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glClear(GL_DEPTH_BUFFER_BIT);
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glDrawBuffers(0, nullptr);
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// Some desktop GL implementations fall apart when using Multiview with GL_NONE.
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GLuint db = p_camera_data->view_count > 1 ? GL_COLOR_ATTACHMENT0 : GL_NONE;
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glDrawBuffers(1, &db);
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uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
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uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
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SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
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SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
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