Details
-
Bug
-
Resolution: Done
-
P3: Somewhat important
-
None
-
5.12
-
None
-
Nvidia GTX 970
Description
I have a scene which render two spheres with a custom material. The first sphere is rendered with material one, with only one pass, while the second sphere has two passes, one with NoDepthMask. Both spheres are rendered in separate renderviews using a LayerFilter.
All this is rendered into a custom rendertarget which then is copied to the default framebuffer using a custom shader on a Planemesh. To perform this operation, Im adding a DepthTest{depthFunction: Always} node.
The problem is that the DepthTest state is being override. It does one call with GL_ALWAYS, but then is does another one with GL_LESS, so the PlaneMesh is not rendered anymore.
I know some ways to solve it, modifying the FrameGraph, but the GL_ALWAYS shouldn't be overrided anyway.
I attach the scene and a opengl trace.