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OpenGL2: Fix flares behind mirror being visible
When r_ext_framebuffer_multisample > 0 was used, flares behind the mirror in q3tourney6 were incorrectly visible. This was because it checks scene depth in the depth prepass which only drew opaque surfaces. It also needs to contain depth for mirror/portal surfaces.
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1 changed files with 2 additions and 2 deletions
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@ -455,7 +455,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
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if ( drawSurf->sort == oldSort && drawSurf->cubemapIndex == oldCubemapIndex) {
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if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
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if (backEnd.depthFill && shader && (shader->sort != SS_OPAQUE && shader->sort != SS_PORTAL))
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continue;
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// fast path, same as previous sort
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@ -484,7 +484,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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oldCubemapIndex = cubemapIndex;
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}
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if (backEnd.depthFill && shader && shader->sort != SS_OPAQUE)
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if (backEnd.depthFill && shader && (shader->sort != SS_OPAQUE && shader->sort != SS_PORTAL))
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continue;
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//
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