Fix glClear not working properly if the last rendered model disabled depth or color writing (fix issue #639 on google code)

experimental
shadowislord 10 years ago
parent 5d0ac012c9
commit 661053689d
  1. 13
      jme3-android/src/main/java/com/jme3/renderer/android/OGLESShaderRenderer.java
  2. 13
      jme3-ios/src/main/java/com/jme3/renderer/ios/IGLESShaderRenderer.java

@ -392,9 +392,22 @@ public class OGLESShaderRenderer implements Renderer {
public void clearBuffers(boolean color, boolean depth, boolean stencil) {
int bits = 0;
if (color) {
//See explanations of the depth below, we must enable color write to be able to clear the color buffer
if (context.colorWriteEnabled == false) {
GLES20.glColorMask(true, true, true, true);
context.colorWriteEnabled = true;
}
bits = GLES20.GL_COLOR_BUFFER_BIT;
}
if (depth) {
//glClear(GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false
//here s some link on openl board
//http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=257223
//if depth clear is requested, we enable the depthMask
if (context.depthWriteEnabled == false) {
GLES20.glDepthMask(true);
context.depthWriteEnabled = true;
}
bits |= GLES20.GL_DEPTH_BUFFER_BIT;
}
if (stencil) {

@ -121,9 +121,22 @@ public class IGLESShaderRenderer implements Renderer {
logger.log(Level.FINE, "IGLESShaderRenderer clearBuffers");
int bits = 0;
if (color) {
//See explanations of the depth below, we must enable color write to be able to clear the color buffer
if (context.colorWriteEnabled == false) {
JmeIosGLES.glColorMask(true, true, true, true);
context.colorWriteEnabled = true;
}
bits = JmeIosGLES.GL_COLOR_BUFFER_BIT;
}
if (depth) {
//glClear(GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false
//here s some link on openl board
//http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=257223
//if depth clear is requested, we enable the depthMask
if (context.depthWriteEnabled == false) {
JmeIosGLES.glDepthMask(true);
context.depthWriteEnabled = true;
}
bits |= JmeIosGLES.GL_DEPTH_BUFFER_BIT;
}
if (stencil) {

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