Enable depth writes during shadow pass and depth pass. Disable during color pass
This fixes an unreported performance bug. Basically, without this change, the depth prepass did nothing
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@ -2170,7 +2170,9 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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if (scene_state.current_depth_draw != shader->depth_draw) {
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if (scene_state.current_depth_draw != shader->depth_draw) {
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switch (shader->depth_draw) {
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switch (shader->depth_draw) {
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case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
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case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
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glDepthMask(p_pass_mode == PASS_MODE_COLOR);
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glDepthMask((p_pass_mode == PASS_MODE_COLOR && !GLES3::Config::get_singleton()->use_depth_prepass) ||
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p_pass_mode == PASS_MODE_DEPTH ||
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p_pass_mode == PASS_MODE_SHADOW);
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} break;
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} break;
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case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
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case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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