forked from Ports/perfect_dark
Perform a depth only clear right before rendering the gun.
This commit is contained in:
5 files changed
+29
-10
No files matched your search
@@ -2502,6 +2502,10 @@ static void gfx_run_dl(Gfx* cmd) {
|
||||
case G_RDPFLUSH_EXT:
|
||||
gfx_flush();
|
||||
break;
|
||||
case G_CLEAR_DEPTH_EXT:
|
||||
gfx_flush();
|
||||
gfx_rapi->clear_framebuffer(false, true);
|
||||
break;
|
||||
case G_RDPPIPESYNC:
|
||||
case G_RDPFULLSYNC:
|
||||
case G_RDPLOADSYNC:
|
||||
@@ -2659,7 +2663,7 @@ extern "C" void gfx_run(Gfx* commands) {
|
||||
gfx_rapi->start_frame();
|
||||
gfx_rapi->start_draw_to_framebuffer(game_renders_to_framebuffer ? game_framebuffer : 0,
|
||||
(float)gfx_current_dimensions.height / SCREEN_HEIGHT);
|
||||
gfx_rapi->clear_framebuffer();
|
||||
gfx_rapi->clear_framebuffer(true, false);
|
||||
rdp.viewport_or_scissor_changed = true;
|
||||
rendering_state.viewport = {};
|
||||
rendering_state.scissor = {};
|
||||
@@ -2669,7 +2673,7 @@ extern "C" void gfx_run(Gfx* commands) {
|
||||
|
||||
if (game_renders_to_framebuffer) {
|
||||
gfx_rapi->start_draw_to_framebuffer(0, 1);
|
||||
gfx_rapi->clear_framebuffer();
|
||||
gfx_rapi->clear_framebuffer(true, true);
|
||||
|
||||
if (gfx_msaa_level > 1) {
|
||||
bool different_size = gfx_current_dimensions.width != gfx_current_game_window_viewport.width ||
|
||||
@@ -2732,7 +2736,7 @@ extern "C" void gfx_resize_framebuffer(int fb, uint32_t width, uint32_t height,
|
||||
|
||||
extern "C" void gfx_set_framebuffer(int fb, float noise_scale) {
|
||||
gfx_rapi->start_draw_to_framebuffer(fb, noise_scale);
|
||||
gfx_rapi->clear_framebuffer();
|
||||
gfx_rapi->clear_framebuffer(true, true);
|
||||
}
|
||||
|
||||
extern "C" void gfx_copy_framebuffer(int fb_dst, int fb_src, int left, int top, int use_back) {
|
||||
|
||||
Reference in new issue
Block a user