properly flip sky when rendering reflection probes
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851cb42963
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@ -1894,8 +1894,16 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
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if (draw_sky) {
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RENDER_TIMESTAMP("Render Sky");
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CameraMatrix projection = p_cam_projection;
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if (p_reflection_probe.is_valid()) {
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CameraMatrix correction;
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correction.set_depth_correction(true);
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projection = correction * p_cam_projection;
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}
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
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_draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, p_cam_projection, p_cam_transform, 1.0);
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_draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, projection, p_cam_transform, 1.0);
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RD::get_singleton()->draw_list_end();
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if (using_separate_specular && !can_continue) {
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