1.1 --- a/src/pvr2/glrender.c Sun Oct 24 11:50:17 2010 +1000
1.2 +++ b/src/pvr2/glrender.c Sun Oct 24 13:10:53 2010 +1000
1.4 glBindTexture(GL_TEXTURE_2D, poly->tex_id);
1.6 if( poly->mod_vertex_index == -1 ) {
1.7 - glDisable( GL_STENCIL_TEST );
1.8 render_set_context( poly->context, depth_mode );
1.9 gl_draw_vertexes(poly);
1.13 glStencilFunc(GL_EQUAL, 2, 2);
1.14 gl_draw_mod_vertexes(poly);
1.15 + glDisable( GL_STENCIL_TEST );
1.21 glDepthMask( GL_TRUE );
1.22 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
1.23 + glDisable( GL_STENCIL_TEST );
1.24 return; // End-of-list
1.26 tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));