From cd7ca96c3add249a527e0fee8f4920af3d60b9eb Mon Sep 17 00:00:00 2001 From: Sam Date: Fri, 10 Aug 2018 02:42:45 +0200 Subject: [PATCH] Remove the separate depth buffer for in front overlay, only useful for debug and it breaks in mac --- libraries/render-utils/src/RenderDeferredTask.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 786e64d86f..9ea1669cc0 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -229,7 +229,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN(0); // We don't want the overlay to clear the deferred frame buffer depth because we would like to keep it for debugging visualisation - task.addJob("SeparateDepthForOverlay", deferredFramebuffer); + // task.addJob("SeparateDepthForOverlay", deferredFramebuffer); const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying(); const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();