Merge pull request #304 from eligovision/master

glClear should not be called with zero-mask in osgUtil::RenderStage::…
This commit is contained in:
OpenSceneGraph git repository
2017-08-19 17:20:40 +01:00
committed by GitHub

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@@ -1342,40 +1342,42 @@ void RenderStage::drawImplementation(osg::RenderInfo& renderInfo,RenderLeaf*& pr
if (_colorMask.valid()) _colorMask->apply(state);
else glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
if (_clearMask & GL_COLOR_BUFFER_BIT)
if (_clearMask != 0)
{
glClearColor( _clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]);
}
if (_clearMask & GL_COLOR_BUFFER_BIT)
{
glClearColor( _clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]);
}
if (_clearMask & GL_DEPTH_BUFFER_BIT)
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
glClearDepth( _clearDepth);
#else
glClearDepthf( _clearDepth);
if (_clearMask & GL_DEPTH_BUFFER_BIT)
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
glClearDepth( _clearDepth);
#else
glClearDepthf( _clearDepth);
#endif
glDepthMask ( GL_TRUE );
state.haveAppliedAttribute( osg::StateAttribute::DEPTH );
}
if (_clearMask & GL_STENCIL_BUFFER_BIT)
{
glClearStencil( _clearStencil);
glStencilMask ( ~0u );
state.haveAppliedAttribute( osg::StateAttribute::STENCIL );
}
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
if (_clearMask & GL_ACCUM_BUFFER_BIT)
{
glClearAccum( _clearAccum[0], _clearAccum[1], _clearAccum[2], _clearAccum[3]);
}
#endif
glDepthMask ( GL_TRUE );
state.haveAppliedAttribute( osg::StateAttribute::DEPTH );
glClear( _clearMask );
}
if (_clearMask & GL_STENCIL_BUFFER_BIT)
{
glClearStencil( _clearStencil);
glStencilMask ( ~0u );
state.haveAppliedAttribute( osg::StateAttribute::STENCIL );
}
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE) && !defined(OSG_GL3_AVAILABLE)
if (_clearMask & GL_ACCUM_BUFFER_BIT)
{
glClearAccum( _clearAccum[0], _clearAccum[1], _clearAccum[2], _clearAccum[3]);
}
#endif
glClear( _clearMask );
#ifdef USE_SCISSOR_TEST
glDisable( GL_SCISSOR_TEST );
#endif