From 8b71b4b5705a1a39cc1484c58084f8cdc131827e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Antti=20M=C3=A4=C3=A4tt=C3=A4?= Date: Tue, 29 Mar 2022 15:18:16 +0300 Subject: Set depth mask correctly for clear Fixes Quick3D Offscreen render mode. The depth mask must also be set for the clear when depth buffer is used. Fixes: QTBUG-102128 Change-Id: Ic98133e20007449056ecca14c0fdcfa2f6f81377 Reviewed-by: Laszlo Agocs --- src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp') diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp index a6c07d5964..f8f3639f36 100644 --- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp +++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp @@ -4024,6 +4024,7 @@ void Renderer::renderBatches() if (m_useDepthBuffer) { glClearDepthf(1); // calls glClearDepth() under the hood for desktop OpenGL + glDepthMask(true); } glColorMask(true, true, true, true); glDisable(GL_SCISSOR_TEST); -- cgit v1.2.3