Commented out the "depth write for alpha poly" stuff as it causes glitches more than everything else.

Changed the first depth func from GL_LESS to GL_LEQUAL, it fixes Z-fighting in some cases where the depth func is GL_LESS and two elements have the same depth.
This commit is contained in:
luigi__ 2009-01-13 19:58:54 +00:00
parent 84e4fa02d3
commit f49c15fdec
1 changed files with 3 additions and 3 deletions

View File

@ -210,7 +210,7 @@ static ALIGN(16) u8 GPU_screen3D [256*192*4];
static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
static const int depthFunc[2] = { GL_LESS, GL_EQUAL };
static const int depthFunc[2] = { /*GL_LESS*/GL_LEQUAL, GL_EQUAL };
static bool needRefreshFramebuffer = false;
static unsigned char texMAP[1024*2048*4];
static unsigned int textureMode=TEXMODE_NONE;
@ -1133,8 +1133,8 @@ static void BeginRenderPoly()
setTexture(textureFormat, texturePalette);
if(isTranslucent)
enableDepthWrite = alphaDepthWrite;
// if(isTranslucent)
// enableDepthWrite = alphaDepthWrite;
//handle shadow polys
if(envMode == 3)