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

Small clean up to depth rendering #6037

Merged
merged 1 commit into from
Feb 2, 2024
Merged

Conversation

mvaligursky
Copy link
Contributor

@mvaligursky mvaligursky commented Feb 2, 2024

  • render pass based rendering allocates the depth buffer internally, instead of letting the render target managing this, to allow us to render depth pre-pass to the same target (separate PR)
  • removed _noDepthDrawGl1 flag on mesh instance that is not needed. This makes depth rendering on gl1 to match the one on gl2, and is based on the material.depthWrite flag.

@mvaligursky mvaligursky self-assigned this Feb 2, 2024
@mvaligursky mvaligursky added area: graphics Graphics related issue enhancement labels Feb 2, 2024
@mvaligursky mvaligursky requested a review from a team February 2, 2024 14:20
@mvaligursky mvaligursky merged commit 204b64c into main Feb 2, 2024
7 checks passed
@mvaligursky mvaligursky deleted the mv-depth-rendering-cleanup branch February 2, 2024 14:29
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area: graphics Graphics related issue enhancement
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants