diff --git a/src/renderer/webgl/RenderTarget.js b/src/renderer/webgl/RenderTarget.js index 859b4beab..3f604b64a 100644 --- a/src/renderer/webgl/RenderTarget.js +++ b/src/renderer/webgl/RenderTarget.js @@ -37,7 +37,7 @@ var RenderTarget = new Class({ if (minFilter === undefined) { minFilter = 0; } if (autoClear === undefined) { autoClear = true; } if (autoResize === undefined) { autoResize = false; } - if (addDepthBuffer === undefined) { addDepthBuffer = true; } + if (addDepthBuffer === undefined) { addDepthBuffer = false; } /** * A reference to the WebGLRenderer instance. diff --git a/src/renderer/webgl/pipelines/PreFXPipeline.js b/src/renderer/webgl/pipelines/PreFXPipeline.js index 7ba2c4022..db44b6d9a 100644 --- a/src/renderer/webgl/pipelines/PreFXPipeline.js +++ b/src/renderer/webgl/pipelines/PreFXPipeline.js @@ -410,7 +410,7 @@ var PreFXPipeline = new Class({ gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO); - // gl.bindTexture(gl.TEXTURE_2D, null); + gl.bindTexture(gl.TEXTURE_2D, null); // We've drawn the sprite to the target (using our pipeline shader) // we can pass it to the pipeline in case they want to do further @@ -720,12 +720,12 @@ var PreFXPipeline = new Class({ this.set1i('uMainSampler', 0); - // renderer.popFramebuffer(false, false, false); + renderer.popFramebuffer(false, false, false); - // if (!renderer.currentFramebuffer) - // { - // gl.viewport(0, 0, renderer.width, renderer.height); - // } + if (!renderer.currentFramebuffer) + { + gl.viewport(0, 0, renderer.width, renderer.height); + } if (this.customMainSampler) {