|
@@ -1948,7 +1948,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(GL_TRUE);
|
|
glDepthMask(GL_TRUE);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
- scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
|
|
|
|
|
|
+ scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS;
|
|
|
|
|
|
if (!fb_cleared) {
|
|
if (!fb_cleared) {
|
|
glClearDepth(1.0f);
|
|
glClearDepth(1.0f);
|
|
@@ -1976,19 +1976,17 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
|
|
|
|
|
|
_render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
|
|
_render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
|
|
|
|
|
|
|
|
+ glDepthMask(GL_FALSE);
|
|
|
|
+ scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
|
|
|
|
+
|
|
if (draw_sky) {
|
|
if (draw_sky) {
|
|
RENDER_TIMESTAMP("Render Sky");
|
|
RENDER_TIMESTAMP("Render Sky");
|
|
- if (scene_state.current_depth_test != GLES3::SceneShaderData::DEPTH_TEST_ENABLED) {
|
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
|
- scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
|
|
- }
|
|
|
|
|
|
+
|
|
glEnable(GL_DEPTH_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
- glDepthMask(GL_FALSE);
|
|
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
glCullFace(GL_BACK);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
- scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
|
|
|
|
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
|
|
|
|
_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y);
|
|
_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y);
|