GL: ensure to set depthmask to TRUE before rendering opaque shit
This commit is contained in:
parent
bf0ea26596
commit
8a068c2294
|
@ -980,6 +980,8 @@ void RenderSceneChunk(int y, int h)
|
||||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
glStencilMask(0xFF);
|
glStencilMask(0xFF);
|
||||||
|
|
||||||
|
glDepthMask(GL_TRUE);
|
||||||
|
|
||||||
RenderSinglePolygon(i);
|
RenderSinglePolygon(i);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1083,6 +1085,8 @@ void RenderSceneChunk(int y, int h)
|
||||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||||
glStencilMask(0xFF);
|
glStencilMask(0xFF);
|
||||||
|
|
||||||
|
glDepthMask(GL_TRUE);
|
||||||
|
|
||||||
RenderSinglePolygon(i);
|
RenderSinglePolygon(i);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue