don't use depth range hack in rect case

This commit is contained in:
veclav talica 2024-10-14 12:16:23 +03:00
parent d34516c4ee
commit 3535a185df
2 changed files with 3 additions and 2 deletions

View File

@ -202,8 +202,6 @@ static void render_2d(void) {
const struct QuadBatch batch = const struct QuadBatch batch =
collect_rect_batch(current, render_queue_len - i); 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); render_rect_batch(current, batch);
i += batch.size - 1; ++batch_count; i += batch.size - 1; ++batch_count;

View File

@ -74,6 +74,9 @@ void clear_draw_buffer(void) {
/* TODO: don't clear color when skybox is applied? */ /* TODO: don't clear color when skybox is applied? */
/* for that window should match framebuffer */ /* for that window should match framebuffer */
/* also it is driver dependent, from what i can gather */ /* 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 | glClear(GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT); GL_STENCIL_BUFFER_BIT);