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Merge pull request #953 from Phil-Palmer/fix/alpha-zwrite
Disable z-write for transparent draws
This commit is contained in:
commit
a1fe046350
4 changed files with 6 additions and 6 deletions
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@ -415,7 +415,7 @@ gpu::PipelinePointer ParabolaPointer::RenderState::ParabolaRenderItem::getParabo
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for (auto& key : keys) {
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setDepthTest(true, !std::get<0>(key), gpu::LESS_EQUAL);
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if (std::get<0>(key)) {
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PrepareStencil::testMask(*state);
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} else {
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@ -125,7 +125,7 @@ Procedural::Procedural() {
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opaqueStencil(_opaqueState);
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_transparentState->setCullMode(gpu::State::CULL_NONE);
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_transparentState->setDepthTest(true, true, gpu::LESS_EQUAL);
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_transparentState->setDepthTest(true, false, gpu::LESS_EQUAL);
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_transparentState->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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@ -2027,7 +2027,7 @@ void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bo
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for (auto& key : keys) {
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setDepthTest(true, !std::get<0>(key), gpu::LESS_EQUAL);
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if (std::get<0>(key)) {
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PrepareStencil::testMask(*state);
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} else {
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@ -2135,7 +2135,7 @@ gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent, bool
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auto pipeline = (transparent || forward) ? web_browser_forward : web_browser;
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setDepthTest(true, !transparent, gpu::LESS_EQUAL);
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// FIXME: do we need a testMaskDrawNoAA?
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PrepareStencil::testMaskDrawShapeNoAA(*state);
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state->setBlendFunction(transparent,
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@ -2207,7 +2207,7 @@ gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transp
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} else {
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state->setCullMode(gpu::State::CULL_BACK);
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}
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setDepthTest(true, !config.isTransparent(), gpu::LESS_EQUAL);
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if (config.hasDepthBias()) {
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state->setDepthBias(1.0f);
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state->setDepthBiasSlopeScale(1.0f);
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@ -276,7 +276,7 @@ void Font::setupGPU() {
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for (auto& key : keys) {
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auto state = std::make_shared<gpu::State>();
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setDepthTest(true, !std::get<0>(key), gpu::LESS_EQUAL);
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state->setBlendFunction(std::get<0>(key),
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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