mirror of https://github.com/axmolengine/axmol.git
fix #255 [ci build]
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@ -96,7 +96,7 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
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#endif
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}
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if(bitmask::any(this->_flags, RenderTargetFlag::DEPTH)) {
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if(bitmask::any(this->_flags, RenderTargetFlag::DEPTH_AND_STENCIL)) {
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auto depthAttachment = getDepthAttachment();
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if(depthAttachment){
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descriptor.depthAttachment.texture = depthAttachment.texture;
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@ -106,9 +106,7 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
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descriptor.depthAttachment.storeAction = getStoreAction(params, TargetBufferFlags::DEPTH);
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descriptor.depthAttachment.clearDepth = params.clearDepthValue;
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}
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}
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if(bitmask::any(this->_flags, RenderTargetFlag::STENCIL)) {
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auto stencilAttachment = getStencilAttachment();
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if(stencilAttachment) {
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descriptor.stencilAttachment.texture = stencilAttachment.texture;
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@ -119,6 +117,7 @@ void RenderTargetMTL::applyRenderPassAttachments(const RenderPassParams& params,
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descriptor.stencilAttachment.clearStencil = params.clearStencilValue;
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}
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}
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#if 0
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if (multisampledDepth) {
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// We're rendering into our temporary MSAA texture and doing an automatic resolve.
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