Picking depthbuffer fix

This commit is contained in:
viktorljung
2016-01-21 16:49:20 +01:00
parent 1c6750f5b0
commit 254caf9e5d
3 changed files with 8 additions and 4 deletions
+4
View File
@@ -31,6 +31,10 @@ void DrawFinalPass::Draw(RenderScene& scene)
m_ForwardPlusProgram->Bind();
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
if (scene.ClearDepth) {
glClear(GL_DEPTH_BUFFER_BIT);
}
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightCullingPass->LightSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightCullingPass->LightGridSSBO());
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, m_LightCullingPass->LightIndexSSBO());