Fix 2D Gizmos not always drawn on top (#17085)
# Objective
- As stated in the linked issue, if a Mesh2D is drawn with elements with
a positive Z value, resulting gizmos get drawn behind instead of in
front of them.
- Fixes #17053
## Solution
- Similar to the change done for the `SpritePipeline` in the relevant
commit (5abc32ceda
), this PR changes both
line gizmos to avoid writing to the depth buffer and always pass the
depth test to ensure they are not filtered out.
## Testing
- Tested with the provided snippet in #17053
- I looked over the `2d_gizmos` example, but it seemed like adding more
elements there to demonstrate this might not be the best idea? Looking
for guidance here on if that should be updated or if a new gizmo example
needs to be made.
This commit is contained in:
parent
5b0406c722
commit
c87ec09674
@ -142,8 +142,8 @@ impl SpecializedRenderPipeline for LineGizmoPipeline {
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primitive: PrimitiveState::default(),
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depth_stencil: Some(DepthStencilState {
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format: CORE_2D_DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: CompareFunction::GreaterEqual,
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depth_write_enabled: false,
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depth_compare: CompareFunction::Always,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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@ -243,8 +243,8 @@ impl SpecializedRenderPipeline for LineJointGizmoPipeline {
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primitive: PrimitiveState::default(),
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depth_stencil: Some(DepthStencilState {
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format: CORE_2D_DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: CompareFunction::GreaterEqual,
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depth_write_enabled: false,
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depth_compare: CompareFunction::Always,
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stencil: StencilState {
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front: StencilFaceState::IGNORE,
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back: StencilFaceState::IGNORE,
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