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@@ -229,6 +229,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
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int scenario_canvas_max_layer = 0;
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+ bool force_clear_render_target = false;
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for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
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for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
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@@ -236,11 +237,16 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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}
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}
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- if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport) && RSG::scene->is_scenario(p_viewport->scenario)) {
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+ if (RSG::scene->is_scenario(p_viewport->scenario)) {
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RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
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if (RSG::scene->is_environment(environment)) {
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- scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
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- scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
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+ if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport)) {
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+ scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
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+ scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
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+ } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
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+ // The scene renderer will still copy over the last frame, so we need to clear the render target.
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+ force_clear_render_target = true;
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+ }
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}
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}
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@@ -263,6 +269,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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}
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if (!scenario_draw_canvas_bg && can_draw_3d) {
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+ if (force_clear_render_target) {
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+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
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+ }
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_draw_3d(p_viewport);
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}
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