fix depth clearing, ghostly modes not using depth layers, ortho with 0..1
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parent
19bf88d44e
commit
f087bf1f7f
@ -159,7 +159,7 @@ void use_2d_pipeline(void) {
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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glOrtho(0, (double)ctx.base_render_width, (double)ctx.base_render_height, 0, -1, 1);
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glOrtho(0, (double)ctx.base_render_width, (double)ctx.base_render_height, 0, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadIdentity();
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@ -211,7 +211,7 @@ void use_texture_mode(TextureMode mode) {
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glNewList(lists + 0, GL_COMPILE); {
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glNewList(lists + 0, GL_COMPILE); {
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_ALWAYS);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_FALSE);
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glDepthMask(GL_FALSE);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_ALPHA_TEST);
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} glEndList();
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} glEndList();
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@ -71,6 +71,9 @@ void clear_draw_buffer(void) {
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(1.0f / 255) * 230,
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(1.0f / 255) * 230,
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(1.0f / 255) * 230, 1);
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(1.0f / 255) * 230, 1);
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glDepthRange(0.0, 1.0);
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glDepthMask(GL_TRUE);
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/* TODO: don't clear color when skybox is applied? */
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/* TODO: don't clear color when skybox is applied? */
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/* for that window should match framebuffer */
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/* for that window should match framebuffer */
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/* also it is driver dependent, from what i can gather */
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/* also it is driver dependent, from what i can gather */
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