gl4: unbind the depth tex from the fbo before reading from it
fixes diagonal pixel line issue with AMD gpu should help issue #16
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@ -611,6 +611,9 @@ void gl4DrawStrips(GLuint output_fbo, int width, int height)
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glcache.Disable(GL_DEPTH_TEST);
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// Although the depth test is disabled and thus writes to the depth buffer are also disabled,
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// AMD cards have serious issues when the depth/stencil texture is still bound to the framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, 0, 0);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, depthTexId);
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glActiveTexture(GL_TEXTURE0);
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@ -626,6 +629,9 @@ void gl4DrawStrips(GLuint output_fbo, int width, int height)
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if (settings.rend.ModifierVolumes)
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DrawTranslucentModVols(previous_pass.mvo_tr_count, current_pass.mvo_tr_count - previous_pass.mvo_tr_count);
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// Rebind the depth/stencil texture to the framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTexId, 0);
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if (render_pass < render_pass_count - 1)
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{
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//
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