Remove the separate depth buffer for in front overlay, only useful for debug and it breaks in mac

This commit is contained in:
Sam 2018-08-10 02:42:45 +02:00
parent 5fd3862c94
commit cd7ca96c3a

View file

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