diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-10 11:31:17 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-10 17:03:25 +0300 |
commit | da8b34e52718505de0d5d0722dbcdcec18ca60b3 (patch) | |
tree | 04bdc5ededb28c7513350090890c5fc866058092 /source/blender/draw | |
parent | 7902e3f1c895bfdd7e077194396b3f0f7ab85d41 (diff) |
Eevee: Fix some issues
Fix issue with manipulator contributing to depth.
Fix blender internal shader.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_engine.c | 1 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/background_vert.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/intern/draw_manager.c | 6 |
3 files changed, 4 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 5e6c10ef3f5..0ab5691b5a1 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -688,6 +688,7 @@ static void EEVEE_draw_scene(void *vedata) DRW_framebuffer_texture_detach(dtxl->depth); DRW_framebuffer_texture_attach(fbl->main, dtxl->depth, 0, 0); DRW_framebuffer_bind(fbl->main); + DRW_framebuffer_clear(false, true, false, NULL, 1.0f); DRW_draw_pass(psl->background_pass); DRW_draw_pass(psl->depth_pass); diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl index e70ffe4d2f0..9b43d563d7c 100644 --- a/source/blender/draw/engines/eevee/shaders/background_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl @@ -1,6 +1,4 @@ -mat4 ViewProjectionMatrixInverse; - in vec2 pos; out vec3 varposition; diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 427ebbab71e..0f8406ff509 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -2605,11 +2605,11 @@ void DRW_draw_render_loop( DRW_engines_draw_text(); - /* needed so manipulator isn't obscured */ - glClear(GL_DEPTH_BUFFER_BIT); - if (DST.draw_ctx.evil_C) { + /* needed so manipulator isn't obscured */ + glDisable(GL_DEPTH_TEST); DRW_draw_manipulator(); + glEnable(GL_DEPTH_TEST); DRW_draw_region_info(); } |