Fix depth issues for direct3d12

This commit is contained in:
luboslenco
2020-05-29 21:00:07 +02:00
parent e5733c5fd0
commit 5862ad5cba
+4 -4
View File
@@ -111,7 +111,7 @@ class RenderPathPreview {
}
path.drawShader("deferred_light/deferred_light/deferred_light");
#if (!kha_opengl && !kha_direct3d12)
#if (!kha_opengl)
path.setDepthFrom("mtex", "mgbuffer0"); // Bind depth for world pass
#end
@@ -120,7 +120,7 @@ class RenderPathPreview {
path.drawSkydome("world_pass/world_pass/world_pass");
#end
#if (!kha_opengl && !kha_direct3d12)
#if (!kha_opengl)
path.setDepthFrom("mtex", "mgbuffer1"); // Unbind depth
#end
@@ -164,14 +164,14 @@ class RenderPathPreview {
}
path.drawShader("deferred_light/deferred_light/deferred_light");
#if (!kha_opengl && !kha_direct3d12)
#if (!kha_opengl)
path.setDepthFrom("tex", "gbuffer0"); // Bind depth for world pass
#end
path.setTarget("tex");
path.drawSkydome("world_pass/world_pass/world_pass");
#if (!kha_opengl && !kha_direct3d12)
#if (!kha_opengl)
path.setDepthFrom("tex", "gbuffer1"); // Unbind depth
#end