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@@ -1210,7 +1210,6 @@ void View::RenderBatchesForward()
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graphics_->SetStencilTest(false);
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graphics_->SetStencilTest(false);
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// At this point clear the parts of viewport not occupied by opaque geometry with fog color
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// At this point clear the parts of viewport not occupied by opaque geometry with fog color
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- graphics_->SetAlphaTest(false);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetColorWrite(true);
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graphics_->SetColorWrite(true);
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graphics_->SetDepthTest(CMP_LESSEQUAL);
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graphics_->SetDepthTest(CMP_LESSEQUAL);
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@@ -1361,7 +1360,6 @@ void View::RenderBatchesDeferred()
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}
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}
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// At this point clear the parts of viewport not occupied by opaque geometry with fog color
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// At this point clear the parts of viewport not occupied by opaque geometry with fog color
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- graphics_->SetAlphaTest(false);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetColorWrite(true);
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graphics_->SetColorWrite(true);
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graphics_->SetDepthTest(CMP_ALWAYS);
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graphics_->SetDepthTest(CMP_ALWAYS);
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@@ -1439,7 +1437,6 @@ void View::BlitFramebuffer()
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{
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{
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// Blit the final image to destination rendertarget
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// Blit the final image to destination rendertarget
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/// \todo Depth is reset to far plane, so geometry drawn after the view can not be depth tested
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/// \todo Depth is reset to far plane, so geometry drawn after the view can not be depth tested
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- graphics_->SetAlphaTest(false);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetDepthTest(CMP_ALWAYS);
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graphics_->SetDepthTest(CMP_ALWAYS);
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graphics_->SetDepthWrite(true);
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graphics_->SetDepthWrite(true);
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@@ -1478,7 +1475,6 @@ void View::RunPostProcesses()
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unsigned readRtIndex = 0;
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unsigned readRtIndex = 0;
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unsigned writeRtIndex = screenBuffers_.Size() - 1;
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unsigned writeRtIndex = screenBuffers_.Size() - 1;
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- graphics_->SetAlphaTest(false);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetBlendMode(BLEND_REPLACE);
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graphics_->SetDepthTest(CMP_ALWAYS);
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graphics_->SetDepthTest(CMP_ALWAYS);
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graphics_->SetScissorTest(false);
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graphics_->SetScissorTest(false);
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@@ -2420,7 +2416,6 @@ void View::SetupLightVolumeBatch(Batch& batch)
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float lightDist;
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float lightDist;
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// Use replace blend mode for the first pre-pass light volume, and additive for the rest
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// Use replace blend mode for the first pre-pass light volume, and additive for the rest
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- graphics_->SetAlphaTest(false);
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graphics_->SetBlendMode(renderMode_ == RENDER_PREPASS && light == lightQueues_.Front().light_ ? BLEND_REPLACE : BLEND_ADD);
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graphics_->SetBlendMode(renderMode_ == RENDER_PREPASS && light == lightQueues_.Front().light_ ? BLEND_REPLACE : BLEND_ADD);
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graphics_->SetDepthWrite(false);
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graphics_->SetDepthWrite(false);
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