method to make sure we're not getting pixel shader inputs mixed with outputs.

This commit is contained in:
Azaezel 2017-07-09 15:15:30 -05:00
parent 412c0380f4
commit 181f95510a
4 changed files with 12 additions and 5 deletions

View file

@ -406,7 +406,7 @@ void CubeReflector::updateFace( const ReflectParams &params, U32 faceidx )
matView.inverse();
GFX->setWorldMatrix(matView);
GFX->clearTextureStateImmediate(0);
renderTarget->attachTexture( GFXTextureTarget::Color0, cubemap, faceidx );
GFX->setActiveRenderTarget( renderTarget );
GFX->clear( GFXClearStencil | GFXClearTarget | GFXClearZBuffer, gCanvasClearColor, 1.0f, 0 );