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#5912: Don't bother adding the depth fill pass to the sorted state ma…
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…p, which is used for full bright rendering only
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codereader committed Mar 12, 2022
1 parent 931bc3d commit ecb98d9
Showing 1 changed file with 4 additions and 0 deletions.
4 changes: 4 additions & 0 deletions radiantcore/rendersystem/backend/OpenGLShader.cpp
Expand Up @@ -323,6 +323,8 @@ void OpenGLShader::insertPasses()
// Insert all shader passes into the GL state manager
for (auto& shaderPass : _shaderPasses)
{
if (shaderPass == _depthFillPass) continue; // don't insert the depth fill pass

_renderSystem.insertSortedState(std::make_pair(shaderPass->statePtr(), shaderPass));
}
}
Expand All @@ -332,6 +334,8 @@ void OpenGLShader::removePasses()
// Remove shader passes from the GL state manager
for (auto& shaderPass : _shaderPasses)
{
if (shaderPass == _depthFillPass) continue; // don't handle the depth fill pass

_renderSystem.eraseSortedState(shaderPass->statePtr());
}
}
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