From d38c8c6dcbe76b88ed7b1d8b267d0d10734deec8 Mon Sep 17 00:00:00 2001 From: Bo Svensson <90132211+bosvensson1@users.noreply.github.com> Date: Tue, 21 Sep 2021 20:41:07 +0000 Subject: [PATCH] optimise chunk drawing order (#3116) * material.cpp * material.cpp --- components/terrain/material.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/components/terrain/material.cpp b/components/terrain/material.cpp index 28297fb456..22f507b3a2 100644 --- a/components/terrain/material.cpp +++ b/components/terrain/material.cpp @@ -199,7 +199,6 @@ namespace Terrain std::vector > passes; unsigned int blendmapIndex = 0; - unsigned int passIndex = 0; for (std::vector::const_iterator it = layers.begin(); it != layers.end(); ++it) { bool firstLayer = (it == layers.begin()); @@ -209,7 +208,7 @@ namespace Terrain if (!blendmaps.empty()) { stateset->setMode(GL_BLEND, osg::StateAttribute::ON); - stateset->setRenderBinDetails(passIndex++, "RenderBin"); + stateset->setRenderBinDetails(firstLayer ? 0 : 1, "RenderBin"); if (!firstLayer) { stateset->setAttributeAndModes(BlendFunc::value(), osg::StateAttribute::ON);