filename | src/pvr2/rendsort.c |
changeset | 1137:4799d64b3478 |
prev | 1133:f3da7d810d5c |
next | 1138:3bcb705a7ebc |
author | nkeynes |
date | Sun Oct 24 13:40:52 2010 +1000 (12 years ago) |
permissions | -rw-r--r-- |
last change | Change forced-depth-function lists (autosort, punchout) to just set the depth once at the start of the list Remove unused parameter from render_set_tsp_context |
file | annotate | diff | log | raw |
1.1 --- a/src/pvr2/rendsort.c Wed Oct 20 17:56:59 2010 +10001.2 +++ b/src/pvr2/rendsort.c Sun Oct 24 13:40:52 2010 +10001.3 @@ -159,8 +159,7 @@1.4 if( poly->tex_id != -1 ) {1.5 glBindTexture(GL_TEXTURE_2D, poly->tex_id);1.6 }1.7 - render_set_context( poly->context, GL_GEQUAL );1.8 - glDepthMask(GL_FALSE);1.9 + render_set_tsp_context( poly->context[0], poly->context[1] );1.10 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + triangles[i]->triangle_num, 3 );1.11 }1.12 }1.13 @@ -256,7 +255,9 @@1.14 if( num_triangles == 0 ) {1.15 return; /* nothing to do */1.16 } else if( num_triangles == 1 ) { /* Triangle can hardly overlap with itself */1.17 - gl_render_tilelist(tile_entry, GL_GEQUAL);1.18 + glDepthMask(GL_FALSE);1.19 + glDepthFunc(GL_GEQUAL);1.20 + gl_render_tilelist(tile_entry, FALSE);1.21 } else { /* Ooh boy here we go... */1.22 int i;1.23 struct sort_triangle triangles[num_triangles+1];1.24 @@ -268,8 +269,9 @@1.25 int extracted_triangles = sort_extract_triangles(tile_entry, triangles);1.26 assert( extracted_triangles <= num_triangles );1.27 sort_triangles( triangle_order, extracted_triangles, triangle_order );1.28 + glDepthMask(GL_FALSE);1.29 + glDepthFunc(GL_GEQUAL);1.30 sort_render_triangles(triangle_order, extracted_triangles);1.31 - glCullFace(GL_BACK);1.32 assert( triangles[num_triangles].poly == (void *)SENTINEL );1.33 }1.34 }
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