don't use depth range hack in rect case
This commit is contained in:
parent
d34516c4ee
commit
3535a185df
@ -202,8 +202,6 @@ static void render_2d(void) {
|
||||
const struct QuadBatch batch =
|
||||
collect_rect_batch(current, render_queue_len - i);
|
||||
|
||||
/* TODO: what's even the point? just use OR_EQUAL comparison */
|
||||
set_depth_range((double)batch_count / UINT16_MAX, 1.0);
|
||||
render_rect_batch(current, batch);
|
||||
|
||||
i += batch.size - 1; ++batch_count;
|
||||
|
@ -74,6 +74,9 @@ void clear_draw_buffer(void) {
|
||||
/* TODO: don't clear color when skybox is applied? */
|
||||
/* for that window should match framebuffer */
|
||||
/* also it is driver dependent, from what i can gather */
|
||||
/* INFO: also, based on below, driver might prefer it staying this way */
|
||||
/* https://gamedev.stackexchange.com/questions/90344/render-with-const-depth-value */
|
||||
/* we could optionally load ARB_invalidate_subdata extension if it's available instead */
|
||||
glClear(GL_COLOR_BUFFER_BIT |
|
||||
GL_DEPTH_BUFFER_BIT |
|
||||
GL_STENCIL_BUFFER_BIT);
|
||||
|
Loading…
Reference in New Issue
Block a user