From 5c00f1abe1456508d065b2d6279c0566c6f98fdd Mon Sep 17 00:00:00 2001 From: water111 <48171810+water111@users.noreply.github.com> Date: Wed, 16 Aug 2023 20:42:52 -0400 Subject: [PATCH] [jak2] fix glow sprite flickering (#2912) oops, forgot to set `glDepthMask`, so sometimes it was enabled, and the drawing for the clear was writing into the depth buffer. Fixes https://github.com/open-goal/jak-project/issues/2735 --- game/graphics/opengl_renderer/sprite/GlowRenderer.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/game/graphics/opengl_renderer/sprite/GlowRenderer.cpp b/game/graphics/opengl_renderer/sprite/GlowRenderer.cpp index 8bb0675d72..589e2c28ea 100644 --- a/game/graphics/opengl_renderer/sprite/GlowRenderer.cpp +++ b/game/graphics/opengl_renderer/sprite/GlowRenderer.cpp @@ -539,6 +539,8 @@ void GlowRenderer::draw_probes(SharedRenderState* render_state, glBindVertexArray(m_ogl.vao); glEnable(GL_PRIMITIVE_RESTART); glPrimitiveRestartIndex(UINT32_MAX); + // don't want to write to the depth buffer we just copied, just test against it. + glDepthMask(GL_FALSE); GLint old_viewport[4]; glGetIntegerv(GL_VIEWPORT, old_viewport); glViewport(0, 0, m_ogl.probe_fbo_w, m_ogl.probe_fbo_h);