OpenGL: fix culling without depth prepass
This commit ensures a known backface culling state when rendering, even if no depth prepass is used. This fixes backside culling not being applied properly in some situations, most notably in scenes that only use backside culling on mobile platforms.
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@ -1895,6 +1895,10 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
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glViewport(0, 0, rb->width, rb->height);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
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// Do depth prepass if it's explicitly enabled
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bool use_depth_prepass = config->use_depth_prepass;
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@ -1910,9 +1914,6 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glDisable(GL_SCISSOR_TEST);
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
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glColorMask(0, 0, 0, 0);
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glClearDepth(1.0f);
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