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[rend2] Fix skipping depth pass for refractive surfaces
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SomaZ committed May 1, 2024
1 parent 804c500 commit 62a14d9
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions shared/rd-rend2/tr_backend.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1224,15 +1224,15 @@ static void RB_SubmitDrawSurfsForDepthFill(
R_DecomposeSort(drawSurf->sort, &entityNum, &shader, &cubemapIndex, &postRender);
assert(shader != nullptr);

if (shader->useSimpleDepthShader == qtrue)
shader = tr.defaultShader;

if (shader->sort != SS_OPAQUE || shader->useDistortion)
{
// Don't draw yet, let's see what's to come
continue;
}

if (shader->useSimpleDepthShader == qtrue)
shader = tr.defaultShader;

if (*drawSurf->surface == SF_MDX)
{
if (((CRenderableSurface*)drawSurf->surface)->boneCache != oldBoneCache)
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