Merge pull request #73465 from rsjtdrjgfuzkfg/gles3-culling
OpenGL: fix culling without depth prepass
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f1cda3a016
@ -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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