Fix issue with clearing screen after part has been drawn
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9f68d06ec2
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@ -281,7 +281,7 @@ void RasterizerGLES3::prepare_for_blitting_render_targets() {
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utils->capture_timestamps_end();
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}
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void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer) {
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void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer, bool p_first) {
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GLES3::RenderTarget *rt = GLES3::TextureStorage::get_singleton()->get_render_target(p_render_target);
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ERR_FAIL_COND(!rt);
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@ -307,12 +307,14 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
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if (p_screen_rect.position != Vector2()) {
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// Viewport doesn't cover entire window so clear window to black before blitting.
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if (p_first) {
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Size2i win_size = DisplayServer::get_singleton()->window_get_size();
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glViewport(0, 0, win_size.width, win_size.height);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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if (p_screen_rect.position != Vector2() || p_screen_rect.size != rt->size) {
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// Viewport doesn't cover entire window so clear window to black before blitting.
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glViewport(0, 0, win_size.width, win_size.height);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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Vector2i screen_rect_end = p_screen_rect.get_end();
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@ -334,7 +336,7 @@ void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_sc
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RID rid_rt = blit.render_target;
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Rect2 dst_rect = blit.dst_rect;
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_blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0);
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_blit_render_target_to_screen(rid_rt, p_screen, dst_rect, blit.multi_view.use_layer ? blit.multi_view.layer : 0, i == 0);
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}
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}
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@ -68,7 +68,7 @@ protected:
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RasterizerCanvasGLES3 *canvas = nullptr;
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RasterizerSceneGLES3 *scene = nullptr;
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void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer);
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void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer, bool p_first = true);
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public:
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RendererUtilities *get_utilities() { return utilities; }
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