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