mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 03:53:52 +00:00
Disable depth sorting for translucent objects in the shadow maps
This commit is contained in:
parent
e2515f6db7
commit
7b108ae9a2
1 changed files with 2 additions and 1 deletions
|
@ -1554,7 +1554,8 @@ void MWShadowTechnique::createShaders()
|
||||||
|
|
||||||
_shadowCastingStateSet->setMode(GL_DEPTH_CLAMP, osg::StateAttribute::ON);
|
_shadowCastingStateSet->setMode(GL_DEPTH_CLAMP, osg::StateAttribute::ON);
|
||||||
|
|
||||||
// TODO: figure out if there's some way to disable depth sorting for translucent objects as we don't care about blending.
|
_shadowCastingStateSet->setRenderBinDetails(osg::StateSet::OPAQUE_BIN, "RenderBin", osg::StateSet::OVERRIDE_PROTECTED_RENDERBIN_DETAILS);
|
||||||
|
|
||||||
// TODO: compare performance when alpha testing is handled here versus using a discard in the fragment shader
|
// TODO: compare performance when alpha testing is handled here versus using a discard in the fragment shader
|
||||||
// TODO: compare performance when we set a bunch of GL state to the default here with OVERRIDE set so that there are fewer pointless state switches
|
// TODO: compare performance when we set a bunch of GL state to the default here with OVERRIDE set so that there are fewer pointless state switches
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue