فهرست منبع

Always try to clear render target before drawing 3D with Canvas BG mode

This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
clayjohn 2 سال پیش
والد
کامیت
72bc7e5a9d
1فایلهای تغییر یافته به همراه9 افزوده شده و 3 حذف شده
  1. 9 3
      servers/rendering/renderer_viewport.cpp

+ 9 - 3
servers/rendering/renderer_viewport.cpp

@@ -496,6 +496,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 		}
 
 		if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
+			// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
+			// Clear now otherwise we copy over garbage from the render target.
+			RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
 			if (!can_draw_3d) {
 				RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
 			} else {
@@ -536,6 +539,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 			}
 
 			if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
+				// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
+				// Clear now otherwise we copy over garbage from the render target.
+				RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
 				if (!can_draw_3d) {
 					RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
 				} else {
@@ -547,12 +553,12 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 		}
 
 		if (scenario_draw_canvas_bg) {
+			// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
+			// Clear now otherwise we copy over garbage from the render target.
+			RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
 			if (!can_draw_3d) {
 				RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
 			} else {
-				// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
-				// Clear now otherwise we copy over garbage from the render target.
-				RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
 				_draw_3d(p_viewport);
 			}
 		}