Use new zbuffer-test (which was already in OpenGL) in OGL-ES1 and OGL-ES2 drivers.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@5477 dfc29bdd-3216-0410-991c-e03cc46cb475master
parent
56e72da4a7
commit
7766187be4
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@ -1766,8 +1766,7 @@ COGLES2Driver::~COGLES2Driver()
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}
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// ZWrite
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if (material.ZWriteEnable && (AllowZWriteOnTransparent || (material.BlendOperation == EBO_NONE &&
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!MaterialRenderers[material.MaterialType].Renderer->isTransparent())))
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if (getWriteZBuffer(material))
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{
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CacheHandler->setDepthMask(true);
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}
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@ -1705,15 +1705,13 @@ void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMater
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}
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// zwrite
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// if (resetAllRenderStates || lastmaterial.ZWriteEnable != material.ZWriteEnable)
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if (getWriteZBuffer(material))
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{
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if (material.ZWriteEnable && (AllowZWriteOnTransparent || (material.BlendOperation == EBO_NONE &&
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!MaterialRenderers[material.MaterialType].Renderer->isTransparent())))
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{
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glDepthMask(GL_TRUE);
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}
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else
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glDepthMask(GL_FALSE);
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glDepthMask(GL_TRUE);
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}
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else
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{
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glDepthMask(GL_FALSE);
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}
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// back face culling
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