Don't post process on tiny render targets, fixes #19628
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1 changed files with 2 additions and 2 deletions
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@ -3599,7 +3599,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] || storage->frame.current_rt->width < 4 || storage->frame.current_rt->height < 4) { //no post process on small render targets
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//no environment or transparent render, simply return and convert to SRGB
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glActiveTexture(GL_TEXTURE0);
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@ -4297,7 +4297,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
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glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular
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}
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VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode;
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VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color.
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if (env) {
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switch (bg_mode) {
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