Add a possible TODO.

Dunno if the hardware behaves like this, but it likely does.
This commit is contained in:
NeoBrainX 2013-02-18 14:54:24 +00:00
parent 53aec6c476
commit 0f617183a8
1 changed files with 1 additions and 0 deletions

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@ -1464,6 +1464,7 @@ void Renderer::SetDepthMode()
else
{
// if the test is disabled write is disabled too
// TODO: When PE performance metrics are being emulated via occlusion queries, we should (probably?) enable depth test with depth function ALWAYS here
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}