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Remove the separate depth buffer for in front overlay, only useful for debug and it breaks in mac
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1 changed files with 1 additions and 1 deletions
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@ -229,7 +229,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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// We don't want the overlay to clear the deferred frame buffer depth because we would like to keep it for debugging visualisation
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// We don't want the overlay to clear the deferred frame buffer depth because we would like to keep it for debugging visualisation
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task.addJob<SetSeparateDeferredDepthBuffer>("SeparateDepthForOverlay", deferredFramebuffer);
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// task.addJob<SetSeparateDeferredDepthBuffer>("SeparateDepthForOverlay", deferredFramebuffer);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel, jitter).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel, jitter).asVarying();
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