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