From b9eb317d9b2f0f49e9d9de0a553c63fdf9e4616e Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Thu, 7 Sep 2017 10:33:55 +0200 Subject: [PATCH] Fixed non working outline in stereo with new changes --- libraries/render-utils/src/OutlineEffect.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/libraries/render-utils/src/OutlineEffect.cpp b/libraries/render-utils/src/OutlineEffect.cpp index f7cb72b8ef..adbfed2775 100644 --- a/libraries/render-utils/src/OutlineEffect.cpp +++ b/libraries/render-utils/src/OutlineEffect.cpp @@ -119,6 +119,10 @@ void PrepareOutline::run(const render::RenderContextPointer& renderContext, cons // Restore previous frame buffer batch.setFramebuffer(deferredFrameBuffer->getDeferredFramebuffer()); + // Clear it + batch.clearFramebuffer( + gpu::Framebuffer::BUFFER_DEPTH, + vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, false); }); output = _outlineFramebuffer; @@ -324,10 +328,6 @@ void DrawOutlineDepth::run(const render::RenderContextPointer& renderContext, co batch.setProjectionTransform(projMat); batch.setViewTransform(viewMat); - batch.clearFramebuffer( - gpu::Framebuffer::BUFFER_DEPTH, - vec4(vec3(1.0, 1.0, 1.0), 0.0), 1.0, 0, true); - auto shadowPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder); auto shadowSkinnedPipeline = _shapePlumber->pickPipeline(args, defaultKeyBuilder.withSkinned());