Clean sp framebuffer individually
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parent
1e0b611c7d
commit
4ad7934a85
@ -275,13 +275,17 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
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{
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m_rtts->getFBO(FBO_SP).bind();
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glClearColor(1., 1., 1., 0.);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glClearColor(0., 0., 0., 0.);
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float clear_color_white[4] = { 1.0f, 1.0f, 1.0f, 0.0f };
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float clear_color_normal[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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glClearBufferfv(GL_COLOR, 0, clear_color_white);
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glClearBufferfv(GL_COLOR, 1, clear_color_normal);
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glClearBufferfv(GL_COLOR, 2, clear_color_white);
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glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);
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ScopedGPUTimer Timer(irr_driver->getGPUTimer(Q_SOLID_PASS1));
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SP::draw(SP::RP_1ST, SP::DCT_NORMAL);
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}
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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// Lights
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{
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PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
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@ -29,7 +29,6 @@
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#include "graphics/render_info.hpp"
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#include "graphics/rtts.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/stk_tex_manager.hpp"
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#include "graphics/sp/sp_dynamic_draw_call.hpp"
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#include "graphics/sp/sp_instanced_data.hpp"
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#include "graphics/sp/sp_per_object_uniform.hpp"
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