Add stencil buffer usage with object layer information

#3080 #967
This commit is contained in:
Wojtek Figat
2025-10-07 18:07:23 +02:00
parent 823ed247d2
commit 361fc3ecfb
36 changed files with 291 additions and 65 deletions

View File

@@ -80,13 +80,10 @@ void ForwardMaterialShader::Bind(BindParameters& params)
if (IsRunningRadiancePass)
cullMode = CullMode::TwoSided;
#endif
if (cullMode != CullMode::TwoSided && drawCall.WorldDeterminantSign < 0)
if (cullMode != CullMode::TwoSided && drawCall.WorldDeterminant)
{
// Invert culling when scale is negative
if (cullMode == CullMode::Normal)
cullMode = CullMode::Inverted;
else
cullMode = CullMode::Normal;
cullMode = cullMode == CullMode::Normal ? CullMode::Inverted : CullMode::Normal;
}
ASSERT_LOW_LAYER(!(useSkinning && params.Instanced)); // No support for instancing skinned meshes
const auto cacheObj = params.Instanced ? &_cacheInstanced : &_cache;