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@@ -1074,6 +1074,9 @@ void View::RenderBatchesLightPrepass()
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}
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}
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+ graphics_->SetTexture(TU_DEPTHBUFFER, 0);
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+ graphics_->SetTexture(TU_NORMALBUFFER, 0);
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+
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// Clear destination render target with fog color
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graphics_->SetScissorTest(false);
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graphics_->SetStencilTest(false);
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@@ -1093,9 +1096,11 @@ void View::RenderBatchesLightPrepass()
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// Render opaque objects with deferred lighting result
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PROFILE(RenderBase);
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- graphics_->SetTexture(TU_LIGHTBUFFER, lightBuffer);
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+ graphics_->SetTexture(TU_LIGHTBUFFER, lightBuffer);
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RenderBatchQueue(baseQueue_);
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+
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+ graphics_->SetTexture(TU_LIGHTBUFFER, 0);
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}
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if (!preAlphaQueue_.IsEmpty())
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