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Merge pull request #59989 from NNesh/fix/clearing_backbuffer
Fixed clearing the back-buffer if canvas group doesn't have any items.
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commit
6110561456
@ -1367,6 +1367,8 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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bool update_skeletons = false;
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bool time_used = false;
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bool backbuffer_cleared = false;
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while (ci) {
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if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
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backbuffer_copy = true;
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@ -1416,11 +1418,12 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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if (ci->canvas_group_owner != nullptr) {
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if (canvas_group_owner == nullptr) {
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//Canvas group begins here, render until before this item
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// Canvas group begins here, render until before this item
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if (update_skeletons) {
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mesh_storage->update_mesh_instances();
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update_skeletons = false;
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}
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
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item_count = 0;
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@ -1428,8 +1431,9 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
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texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
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} else {
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texture_storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
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} else if (!backbuffer_cleared) {
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texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
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backbuffer_cleared = true;
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}
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backbuffer_copy = false;
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@ -1439,6 +1443,11 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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ci->canvas_group_owner = nullptr; //must be cleared
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}
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if (!backbuffer_cleared && canvas_group_owner == nullptr && ci->canvas_group != nullptr && !backbuffer_copy) {
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texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
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backbuffer_cleared = true;
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}
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if (ci == canvas_group_owner) {
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if (update_skeletons) {
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mesh_storage->update_mesh_instances();
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@ -1461,6 +1470,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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mesh_storage->update_mesh_instances();
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update_skeletons = false;
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}
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
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item_count = 0;
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