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Use Reverse Z for the depth buffer
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committed by
Rémi Verschelde
parent
f47f4a02c8
commit
d950f5f838
@@ -282,7 +282,7 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
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// And draw our frustum.
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RD::FramebufferFormatID fb_format_id = RD::get_singleton()->framebuffer_get_format(p_dest_fb);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
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RID pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
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@@ -326,7 +326,7 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
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rect.size.x *= atlas_rect_norm.size.x;
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rect.size.y *= atlas_rect_norm.size.y;
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draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, rect);
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draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
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pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
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