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-rw-r--r--source/blender/draw/engines/external/external_engine.c12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl1
2 files changed, 11 insertions, 2 deletions
diff --git a/source/blender/draw/engines/external/external_engine.c b/source/blender/draw/engines/external/external_engine.c
index b9c09e2bc4f..3f047d8de68 100644
--- a/source/blender/draw/engines/external/external_engine.c
+++ b/source/blender/draw/engines/external/external_engine.c
@@ -236,7 +236,11 @@ static void external_draw_scene_do_v3d(void *vedata)
RegionView3D *rv3d = draw_ctx->rv3d;
ARegion *region = draw_ctx->region;
- DRW_state_reset_ex(DRW_STATE_DEFAULT & ~DRW_STATE_DEPTH_LESS_EQUAL);
+ DRW_state_reset_ex(DRW_STATE_WRITE_COLOR);
+
+ /* The external engine can use the OpenGL rendering API directly, so make sure the state is
+ * already applied. */
+ GPU_apply_state();
/* Create render engine. */
if (!rv3d->render_engine) {
@@ -332,6 +336,12 @@ static void external_draw_scene_do_image(void *UNUSED(vedata))
BLI_assert(re != NULL);
BLI_assert(engine != NULL);
+ DRW_state_reset_ex(DRW_STATE_WRITE_COLOR);
+
+ /* The external engine can use the OpenGL rendering API directly, so make sure the state is
+ * already applied. */
+ GPU_apply_state();
+
const DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
/* Clear the depth buffer to the value used by the background overlay so that the overlay is not
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
index 0b5e3759dfb..8191fb6a8d6 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -10,6 +10,5 @@ out vec2 texCoord_interp;
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
- gl_Position.z = 1.0;
texCoord_interp = texCoord;
}