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Added some depth handling, but there should be a new API for setting the near and far planes of the standard view.

+5 -5
+5 -5
src/renderer_GL_common.inl
··· 1111 1111 1112 1112 // Now multiply in the projection part 1113 1113 if(!invert ^ GPU_GetCoordinateMode()) 1114 - GPU_MatrixOrtho(result, target->camera.x, target->w + target->camera.x, target->h + target->camera.y, target->camera.y, -1.0f, 1.0f); 1114 + GPU_MatrixOrtho(result, target->camera.x, target->w + target->camera.x, target->h + target->camera.y, target->camera.y, -100.0f, 100.0f); 1115 1115 else 1116 - GPU_MatrixOrtho(result, target->camera.x, target->w + target->camera.x, target->camera.y, target->h + target->camera.y, -1.0f, 1.0f); // Special inverted orthographic projection because tex coords are inverted already for render-to-texture 1116 + GPU_MatrixOrtho(result, target->camera.x, target->w + target->camera.x, target->camera.y, target->h + target->camera.y, -100.0f, 100.0f); // Special inverted orthographic projection because tex coords are inverted already for render-to-texture 1117 1117 1118 1118 // First the modelview part 1119 1119 offsetX = target->w/2.0f; ··· 1633 1633 // Viewport and Framebuffer 1634 1634 glViewport(0.0f, 0.0f, target->viewport.w, target->viewport.h); 1635 1635 1636 - glClear( GL_COLOR_BUFFER_BIT ); 1636 + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); 1637 1637 #if SDL_GPU_GL_TIER < 3 1638 1638 glColor4f(1.0f, 1.0f, 1.0f, 1.0f); 1639 1639 #endif ··· 1950 1950 1951 1951 // Clear target (no state change) 1952 1952 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); 1953 - glClear( GL_COLOR_BUFFER_BIT ); 1953 + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); 1954 1954 #endif 1955 1955 1956 1956 // Store the resolution for fullscreen_desktop changes ··· 5309 5309 setClipRect(renderer, target); 5310 5310 5311 5311 glClearColor(r/255.0f, g/255.0f, b/255.0f, a/255.0f); 5312 - glClear(GL_COLOR_BUFFER_BIT); 5312 + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 5313 5313 5314 5314 unsetClipRect(renderer, target); 5315 5315 }