Depth-buffer bug fixed

This commit is contained in:
cim 2013-07-08 19:23:57 +01:00
parent 380c9f8f4a
commit fe9c9ece17

View File

@ -323,11 +323,20 @@ MA 02110-1301, USA.
{
if (translucent)
{
[self drawTranslucentParts];
// nothing...
}
else
{
[self drawOpaqueParts];
/* Despite the side effects, we have to draw the translucent
* parts on the opaque pass. Planets, at long range, aren't
* depth-buffered. So if the translucent parts are drawn on the
* translucent pass, they appear in front of planets they are
* actually behind. Telabe in G3 is a good one to test with if
* you have any clever ideas.
*
* - CIM 8/7/2013 */
[self drawTranslucentParts];
}
}
}