properly flip sky when rendering reflection probes

This commit is contained in:
clayjohn 2020-02-21 11:42:00 -08:00
parent 851cb42963
commit b0ff427a2a

View File

@ -1894,8 +1894,16 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (draw_sky) {
RENDER_TIMESTAMP("Render Sky");
CameraMatrix projection = p_cam_projection;
if (p_reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
projection = correction * p_cam_projection;
}
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);
_draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, p_cam_projection, p_cam_transform, 1.0);
_draw_sky(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), p_environment, projection, p_cam_transform, 1.0);
RD::get_singleton()->draw_list_end();
if (using_separate_specular && !can_continue) {