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Disable scissor test after rendering batches in compatibility renderer #87489

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merged 1 commit into from
Jan 24, 2024

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clayjohn
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Fixes: #87396

The scissor test was accidentally left enabled. Already, it is disabled before rendering the batches, but we don't want the scissor state to leak into other areas. So its best to disable it after as well.

@clayjohn clayjohn added bug topic:rendering topic:2d cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Jan 22, 2024
@clayjohn clayjohn added this to the 4.3 milestone Jan 22, 2024
@clayjohn clayjohn requested a review from a team as a code owner January 22, 2024 22:57
@tokengamedev
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Not sure, but most probably this will fix #81730 too.

Assuming based on the workaround provided by the issue #87396, which works on the issue.

@clayjohn
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Not sure, but most probably this will fix #81730 too.

Assuming based on the workaround provided by the issue #87396, which works on the issue.

Unfortunately, I don't think that this will fix #81730. Your MRP in #81730 is using the mobile renderer and this change only touches the compatibility renderer

@YuriSizov YuriSizov merged commit 6876303 into godotengine:master Jan 24, 2024
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@YuriSizov
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Thanks!

@YuriSizov YuriSizov removed the cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release label Jan 24, 2024
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Cherry-picked for 4.2.2.

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Jan 24, 2024
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Cherry-picked for 4.1.4.

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Screen texture weird interaction with ScrollContainer
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