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In DeferredHWDepth renderpath, clear albedo rendertarget explicitly to prevent ghosting bugs from previous frames in case stencil is not available.

Lasse Öörni 10 years ago
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commit
b6889b68df
1 changed files with 1 additions and 0 deletions
  1. 1 0
      bin/CoreData/RenderPaths/DeferredHWDepth.xml

+ 1 - 0
bin/CoreData/RenderPaths/DeferredHWDepth.xml

@@ -3,6 +3,7 @@
     <rendertarget name="normal" sizedivisor="1 1" format="rgba" />
     <rendertarget name="depth" sizedivisor="1 1" format="readabledepth" />
     <command type="clear" color="fog" depth="1.0" stencil="0" depthstencil="depth" />
+    <command type="clear" color="0 0 0 0" output="albedo" depthstencil="depth" />
     <command type="scenepass" pass="deferred" marktostencil="true" vertexlights="true" metadata="gbuffer" depthstencil="depth">
         <output index="0" name="viewport" />
         <output index="1" name="albedo" />