Adjusted depth range for weapon rendering (matches opengl version).

This commit is contained in:
Artem Kharytoniuk 2017-04-16 21:25:22 +03:00
parent d1ae59d70a
commit 054816df49

View File

@ -1238,6 +1238,11 @@ void vk_bind_stage_specific_resources(VkPipeline pipeline, bool multitexture) {
viewport.height = (float)r.extent.height; viewport.height = (float)r.extent.height;
viewport.minDepth = 0.0f; viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f; viewport.maxDepth = 1.0f;
if (backEnd.currentEntity->e.renderfx & RF_DEPTHHACK) {
viewport.maxDepth = 0.3f;
}
vkCmdSetViewport(vk.command_buffer, 0, 1, &viewport); vkCmdSetViewport(vk.command_buffer, 0, 1, &viewport);
if (tess.shader->polygonOffset) { if (tess.shader->polygonOffset) {