Move Overlay RenderBin to before postDeffredTransparent

This commit is contained in:
Malin E
2022-11-02 17:46:20 +01:00
parent 8e2f5450f4
commit e749be21a5
2 changed files with 8 additions and 8 deletions

View File

@@ -792,7 +792,7 @@ void RenderableModel::render(const RenderData& data, RendererTasks&) {
// Render all parts of the model into the new framebuffer without opacity
const float o = opacity();
if (o >= 0.f && o < 1.f) {
setRenderBin(Renderable::RenderBin::Overlay);
setRenderBin(Renderable::RenderBin::PostDeferredTransparent);
}
else {
setRenderBin(Renderable::RenderBin::Opaque);

View File

@@ -1207,6 +1207,13 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
glDrawBuffers(1, &ColorAttachmentArray[_pingPongIndex]);
glEnablei(GL_BLEND, 0);
{
TracyGpuZone("Overlay")
ghoul::GLDebugGroup group("Overlay");
data.renderBinMask = static_cast<int>(Renderable::RenderBin::Overlay);
scene->render(data, tasks);
}
{
TracyGpuZone("PostDeferredTransparent")
ghoul::GLDebugGroup group("PostDeferredTransparent");
@@ -1216,13 +1223,6 @@ void FramebufferRenderer::render(Scene* scene, Camera* camera, float blackoutFac
scene->render(data, tasks);
}
{
TracyGpuZone("Overlay")
ghoul::GLDebugGroup group("Overlay");
data.renderBinMask = static_cast<int>(Renderable::RenderBin::Overlay);
scene->render(data, tasks);
}
glDrawBuffer(GL_COLOR_ATTACHMENT0);
// Disabling depth test for filtering and hdr