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disable depth testing and layer sorting
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yousifd committed Feb 12, 2025
1 parent 4ab457d commit 602a557
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Showing 3 changed files with 10 additions and 9 deletions.
7 changes: 4 additions & 3 deletions src/mbgl/mtl/drawable.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -241,9 +241,10 @@ void Drawable::draw(PaintParameters& parameters) const {
if (enableStencil && !newStencilMode) {
newStencilMode = parameters.stencilModeForClipping(tileID->toUnwrapped());
}
const auto depthMode = getEnableDepth()
? parameters.depthModeForSublayer(getSubLayerIndex(), getDepthType())
: gfx::DepthMode::disabled();
// const auto depthMode = getEnableDepth()
// ? parameters.depthModeForSublayer(getSubLayerIndex(), getDepthType())
// : gfx::DepthMode::disabled();
const auto depthMode = gfx::DepthMode::disabled();
const auto stencilMode = enableStencil ? parameters.stencilModeForClipping(tileID->toUnwrapped())
: gfx::StencilMode::disabled();
impl->depthStencilState = context.makeDepthStencilState(depthMode, stencilMode, renderable);
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6 changes: 3 additions & 3 deletions src/mbgl/renderer/layer_tweaker.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -64,9 +64,9 @@ void LayerTweaker::multiplyWithProjectionMatrix(/*in-out*/ mat4& matrix,
if (!drawable.getIs3D() && drawable.getEnableDepth()) {
// copy and adjust the projection matrix
mat4 projMatrix = projMatrixRef;
projMatrix[14] -= ((1 + parameters.currentLayer) * PaintParameters::numSublayers -
drawable.getSubLayerIndex()) *
PaintParameters::depthEpsilon;
// projMatrix[14] -= ((1 + parameters.currentLayer) * PaintParameters::numSublayers -
// drawable.getSubLayerIndex()) *
// PaintParameters::depthEpsilon;
// multiply with the copy
matrix::multiply(matrix, projMatrix, matrix);
// early return
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6 changes: 3 additions & 3 deletions src/mbgl/renderer/paint_parameters.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -89,9 +89,9 @@ mat4 PaintParameters::matrixForTile(const UnwrappedTileID& tileID, bool aligned)
}

gfx::DepthMode PaintParameters::depthModeForSublayer([[maybe_unused]] uint8_t n, gfx::DepthMaskType mask) const {
if (currentLayer < opaquePassCutoff) {
return gfx::DepthMode::disabled();
}
// if (currentLayer < opaquePassCutoff) {
// return gfx::DepthMode::disabled();
// }

#if MLN_RENDER_BACKEND_OPENGL
float depth = depthRangeSize + ((1 + currentLayer) * numSublayers + n) * depthEpsilon;
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