Stop disabling depth mask for transparent render pass.
We can abuse depth mask to fix overlapping with vanilla rendering Might have repercussions but I can't find anything it breaks
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@@ -200,9 +200,7 @@ public class Gl46FarWorldRenderer extends AbstractFarWorldRenderer<Gl46Viewport>
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this.lodShader.bind();
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this.lodShader.bind();
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this.bindResources(viewport);
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this.bindResources(viewport);
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glDepthMask(false);
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glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, 400_000 * 4 * 5, 4, this.geometry.getSectionCount(), 0);
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glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, 400_000 * 4 * 5, 4, this.geometry.getSectionCount(), 0);
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glDepthMask(true);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@@ -159,9 +159,7 @@ public class NvMeshFarWorldRenderer extends AbstractFarWorldRenderer<NvMeshViewp
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this.translucent.bind();
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this.translucent.bind();
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this.bindResources(viewport);
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this.bindResources(viewport);
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glDepthMask(false);
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glDrawMeshTasksNV(0, this.geometry.getSectionCount());
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glDrawMeshTasksNV(0, this.geometry.getSectionCount());
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glDepthMask(true);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glBindVertexArray(0);
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glBindVertexArray(0);
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