Pārlūkot izejas kodu

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 gadi atpakaļ
vecāks
revīzija
72bc7e5a9d
1 mainītis faili ar 9 papildinājumiem un 3 dzēšanām
  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);
 			}
 		}