Use the stencil and depth buffer settings from RenderState when drawing the level mesh
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4 changed files with 21 additions and 19 deletions
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@ -631,15 +631,7 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
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pipelineKey.DrawType = DT_Triangles;
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pipelineKey.VertexFormat = levelVertexFormatIndex;
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pipelineKey.RenderStyle = applyData.RenderStyle;
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pipelineKey.DepthTest = true; // mDepthTest;
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pipelineKey.DepthWrite = true; // mDepthTest && mDepthWrite;
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pipelineKey.DepthFunc = applyData.DepthFunc;
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pipelineKey.DepthClamp = false; // mDepthClamp;
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pipelineKey.DepthBias = false; // !(mBias.mFactor == 0 && mBias.mUnits == 0);
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pipelineKey.StencilTest = false; // mStencilTest;
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pipelineKey.StencilPassOp = 0; // mStencilOp;
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pipelineKey.ColorMask = 15; // mColorMask;
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pipelineKey.CullMode = Cull_CW; // mCullMode;
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pipelineKey.NumTextureLayers = material.mMaterial ? material.mMaterial->NumLayers() : 0;
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pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
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if (applyData.SpecialEffect > EFF_NONE)
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