Implement dirty ANGLE depth clear workaround #13
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Fixes hand rendering through the blocks in vanilla Minecraft when ANGLE is used. For now requires explicitly specifying a variable:
LTW_EMULATE_DEPTHCLEAR=1.Might... actually WILL drop the performance due to nature of this "bugfix": it essentially does full blown drawing onto the depth buffer instead of simply clearing it via some hardware block. Driver optimizations are also completely skipped (not like they're needed because the whole ANGLE depth issue is apparently caused by them).
TODO: look into clearing the buffer with
glClearBufferinstead of this whole thing.Details