Fix GL clear-before-draw shader overlay. Refs #164

This commit is contained in:
baldurk
2015-10-26 11:49:23 +01:00
parent 0199a6c36b
commit 543f15ae4a
+3 -1
View File
@@ -2029,7 +2029,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overl
{
vector<uint32_t> events = passEvents;
if(overlay == eTexOverlay_QuadOverdrawDraw)
if(overlay == eTexOverlay_ClearBeforeDraw)
events.clear();
events.push_back(eventID);
@@ -2038,6 +2038,8 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overl
{
if(overlay == eTexOverlay_ClearBeforePass)
ReplayLog(frameID, 0, events[0], eReplay_WithoutDraw);
else
gl.glBindFramebuffer(eGL_FRAMEBUFFER, rs.DrawFBO); // if we don't replay the real state, restore drawFBO to clear it
float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
for(int i=0; i < 8; i++)