Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview. #94095

Merged
merged 1 commit into from
Jul 8, 2024

Conversation

clayjohn
Copy link
Member

@clayjohn clayjohn commented Jul 8, 2024

I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.

Note: this PR has no impact on regular desktop rendering or on mobile VR

Fixes: #93921

I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.
@clayjohn clayjohn added this to the 4.3 milestone Jul 8, 2024
@clayjohn clayjohn requested a review from a team as a code owner July 8, 2024 19:53
@akien-mga akien-mga changed the title Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview. Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview. Jul 8, 2024
@akien-mga akien-mga merged commit c10fde6 into godotengine:master Jul 8, 2024
18 checks passed
@akien-mga
Copy link
Member

Thanks!

@dsnopek
Copy link
Contributor

dsnopek commented Jul 9, 2024

I don't have the affected hardware to confirm the bug fix, but I can confirm that this change has no negative impact on running on the Meta Quest 3.

@clayjohn clayjohn deleted the GLES3-drawbuffers branch July 9, 2024 15:27
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Geometry not rendering correctly in right eye in WMR headset with Compatibility renderer
3 participants