forked from blender/blender
Add scene setting to export through either Hydra or USD, for debugging #65
@ -147,7 +147,22 @@ void FinalEngineGPU::render(Depsgraph *depsgraph)
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GPU_framebuffer_bind(framebuffer);
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GPU_framebuffer_bind(framebuffer);
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const float clear_color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float clear_color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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/* Workaround Storm rendering with transparent background. Does not currently work for
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* USD, and should probably be optional depending on the Blender film transparency setting. */
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if (hydra_scene_delegate_ && render_delegate_name == "HdStormRendererPlugin") {
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pxr::VtValue world_color = hydra_scene_delegate_->GetLightParamValue(
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hydra_scene_delegate_->GetDelegateID().AppendElementString("World"),
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pxr::HdLightTokens->color);
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if (!world_color.IsEmpty()) {
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auto &c = world_color.Get<pxr::GfVec3f>();
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clear_color[0] = c[0];
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clear_color[1] = c[1];
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clear_color[2] = c[2];
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}
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}
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
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GPU_framebuffer_clear_color_depth(framebuffer, clear_color, 1.0f);
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/* Important: we have to create and bind at least one Vertex Array Object (VAO) before render
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/* Important: we have to create and bind at least one Vertex Array Object (VAO) before render
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