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always clear depth, not depending on the current need
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c0684ac3c8
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@ -401,17 +401,12 @@ void setGLProjection(color_t col) {
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//glLineWidth(1.0f);
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//glLineWidth(1.0f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if(model_needs_depth()) {
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#ifdef GL_ES
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#ifdef GL_ES
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glClearDepthf(1.0f);
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glClearDepthf(1.0f);
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#else
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#else
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glClearDepth(1.0f);
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glClearDepth(1.0f);
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#endif
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#endif
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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glhr::set_depthtest(true);
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}
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else
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glhr::set_depthtest(false);
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GLERR("setGLProjection");
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GLERR("setGLProjection");
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reset_projection();
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reset_projection();
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