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When binding scene color/depth for rendering, make sure existing depth buffer contents are preserved

BearishSun %!s(int64=9) %!d(string=hai) anos
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227027ee80
Modificáronse 1 ficheiros con 1 adicións e 1 borrados
  1. 1 1
      Source/RenderBeast/Source/BsRenderTargets.cpp

+ 1 - 1
Source/RenderBeast/Source/BsRenderTargets.cpp

@@ -134,7 +134,7 @@ namespace bs
 	void RenderTargets::bindSceneColor(bool readOnlyDepthStencil)
 	{
 		RenderAPICore& rapi = RenderAPICore::instance();
-		rapi.setRenderTarget(mSceneColorRT, readOnlyDepthStencil, RT_COLOR0);
+		rapi.setRenderTarget(mSceneColorRT, readOnlyDepthStencil, RT_COLOR0 | RT_DEPTH);
 
 		Rect2 area(0.0f, 0.0f, 1.0f, 1.0f);
 		rapi.setViewport(area);