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Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview. #94095

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Jul 8, 2024
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4 changes: 3 additions & 1 deletion drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2499,7 +2499,9 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(0.0);
glClear(GL_DEPTH_BUFFER_BIT);
glDrawBuffers(0, nullptr);
// Some desktop GL implementations fall apart when using Multiview with GL_NONE.
GLuint db = p_camera_data->view_count > 1 ? GL_COLOR_ATTACHMENT0 : GL_NONE;
glDrawBuffers(1, &db);

uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
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