Sky dome: Enable depth test but mask depth changes
On VR with visibility masking the depth buffer is first set to the nearest possible value in parts of the frame that won't be visible through the VR headset's lenses. This is meant to reduce GPU fragment load. The sky dome however is rendered with depth testing disabled which bypasses the visibility masking. To allow invisible parts of the sky dome to be culled, enable depth testing but set the depth mask to false to prevent modification of the depth buffer.
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@ -29,6 +29,7 @@
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#include <simgear/compiler.h>
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#include <osg/Array>
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#include <osg/Depth>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Node>
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@ -143,11 +144,12 @@ SGSkyDome::build( double hscale, double vscale, simgear::SGReaderWriterOptions *
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stateSet->setAttributeAndModes(shadeModel);
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::Depth(osg::Depth::LESS, 0, 1, false));
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stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
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osg::Material* material = new osg::Material;
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