[vulkan] Run sky surfaces through the depth pass

I suspect this is a hold-over from before the bsp thread safety changes,
but with the nicely separated queues, it's easy to pass the sky surfaces
through the depth pass as well as the translucency pass (I think the
reason for that is lighting). This prevents bits of world being seen
through sky surfaces when the sky isn't fully opaque (like skysheet due
to the shortcuts in the shader).
This commit is contained in:
Bill Currie 2023-01-28 17:21:32 +09:00
parent cbb43d8b29
commit b08639fc82

View file

@ -1086,6 +1086,7 @@ Vulkan_DrawWorld (qfv_renderframe_t *rFrame)
__auto_type pass = &bctx->main_pass; __auto_type pass = &bctx->main_pass;
pass->textures = 0; pass->textures = 0;
draw_queue (pass, 0, layout, device, bframe->cmdSet.a[QFV_bspDepth]); draw_queue (pass, 0, layout, device, bframe->cmdSet.a[QFV_bspDepth]);
draw_queue (pass, 1, layout, device, bframe->cmdSet.a[QFV_bspDepth]);
pass->textures = &bctx->registered_textures; pass->textures = &bctx->registered_textures;
draw_queue (pass, 0, layout, device, bframe->cmdSet.a[QFV_bspGBuffer]); draw_queue (pass, 0, layout, device, bframe->cmdSet.a[QFV_bspGBuffer]);
bsp_end (ctx); bsp_end (ctx);