--- a/src/pvr2/rendsort.c Sun Sep 28 00:31:58 2008 +0000 +++ b/src/pvr2/rendsort.c Mon Sep 29 06:34:25 2008 +0000 @@ -126,9 +126,8 @@ if( poly->tex_id != -1 ) { glBindTexture(GL_TEXTURE_2D, poly->tex_id); } - render_set_context( poly->context, RENDER_NORMAL ); + render_set_context( poly->context, GL_GEQUAL ); glDepthMask(GL_FALSE); - glDepthFunc(GL_GEQUAL); /* Fix cull direction */ if( triangles[i].triangle_num & 1 ) { glCullFace(GL_FRONT); @@ -158,7 +157,7 @@ if( num_triangles == 0 ) { return; /* nothing to do */ } else if( num_triangles == 1 ) { /* Triangle can hardly overlap with itself */ - gl_render_tilelist(tile_entry); + gl_render_tilelist(tile_entry, GL_LEQUAL); } else { /* Ooh boy here we go... */ struct sort_triangle triangles[num_triangles+1]; // Reserve space for num_triangles / 2 * 4 vertexes (maximum possible number of