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2D: Fix rendering artifacts when using BackBufferCopy
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#101998
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Should we remove the clear from the early-out as well then?
godot/drivers/gles3/rasterizer_canvas_gles3.cpp
Lines 664 to 667 in b15b24b
// Nothing to render, just return. | |
state.current_batch_index = 0; | |
state.canvas_instance_batches.clear(); | |
return; |
Probably should not be setting |
Fixes both GLES3 and RendererRD implementations
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Thanks – good catch @clayjohn. I've removed that early-exit code that resets the state in the gles3 driver. |
BackBufferCopy
.BackBufferCopy
.
Thanks! |
As best I can tell, this seems to have broken |
Closes #101686
Addresses feedback from PR #101931 by @Repiteo
Instance buffer usage was being reset after calling
_render_batch
, rather than at the end of the draw pass incanvas_render_items
for both the GLES3 and RendererRD implementations. This PR fixes both.Before using MRP, notice artefacts