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fixed glDepthMask and thus shadows
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32c43f7dd9
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@ -411,6 +411,9 @@ void setGLProjection(color_t col) {
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GLERR("setGLProjection");
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reset_projection();
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glhr::set_depthwrite(true);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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inline int next_p2 (int a )
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@ -788,11 +788,11 @@ void set_depthtest(bool b) {
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void set_depthwrite(bool b) {
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/*if(b != current_depthwrite) { <- this does not work ask intended for some reason...
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if(b != current_depthwrite) { // <- this does not work ask intended for some reason...
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current_depthwrite = b;
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if(b) glDepthMask(GL_TRUE);
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else glDepthMask(GL_FALSE);
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} */
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}
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}
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}
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