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Re-enable depth clamping
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f0f0ca020b
commit
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3 changed files with 10 additions and 4 deletions
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@ -724,10 +724,13 @@ void FGLRenderState::ClearScreen()
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bool FGLRenderState::SetDepthClamp(bool on)
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bool FGLRenderState::SetDepthClamp(bool on)
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{
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{
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bool res = mLastDepthClamp;
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bool res = mLastDepthClamp;
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/*
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if (gles.depthClampAvailable)
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{
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if (!on) glDisable(GL_DEPTH_CLAMP);
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if (!on) glDisable(GL_DEPTH_CLAMP);
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else glEnable(GL_DEPTH_CLAMP);
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else glEnable(GL_DEPTH_CLAMP);
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*/
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}
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mLastDepthClamp = on;
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mLastDepthClamp = on;
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return res;
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return res;
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}
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}
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@ -182,10 +182,12 @@ namespace OpenGLESRenderer
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#if USE_GLES2
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#if USE_GLES2
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gles.depthStencilAvailable = CheckExtension("GL_OES_packed_depth_stencil");
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gles.depthStencilAvailable = CheckExtension("GL_OES_packed_depth_stencil");
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gles.npotAvailable = CheckExtension("GL_OES_texture_npot");
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gles.npotAvailable = CheckExtension("GL_OES_texture_npot");
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gles.depthClampAvailable = CheckExtension("GL_EXT_depth_clamp")
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#else
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#else
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gles.depthStencilAvailable = true;
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gles.depthStencilAvailable = true;
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gles.npotAvailable = true;
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gles.npotAvailable = true;
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gles.useMappedBuffers = true;
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gles.useMappedBuffers = true;
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gles.depthClampAvailable = true;
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#endif
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#endif
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gles.numlightvectors = (gles.maxlights * LIGHT_VEC4_NUM);
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gles.numlightvectors = (gles.maxlights * LIGHT_VEC4_NUM);
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@ -69,6 +69,7 @@ namespace OpenGLESRenderer
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bool depthStencilAvailable;
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bool depthStencilAvailable;
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bool npotAvailable;
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bool npotAvailable;
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bool forceGLSLv100;
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bool forceGLSLv100;
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bool depthClampAvailable;
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int max_texturesize;
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int max_texturesize;
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char* vendorstring;
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char* vendorstring;
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char* modelstring;
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char* modelstring;
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