diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-02-15 04:57:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-02-15 14:28:26 +0300 |
commit | cd472bc7de84e59d71bc877a94c9725d40d48c3a (patch) | |
tree | 85d76cfd6b0b9e79ce06efd75f4616204eb98a24 /source/blender/draw | |
parent | 021f8d56d070d8e3acc89c2c18cedc46ee40659d (diff) |
Clay Engine: Fix Grid depth write.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/intern/draw_view.c | 14 |
1 files changed, 3 insertions, 11 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 9846bd1b0ae..ef01a51c193 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -333,7 +333,7 @@ drawgrid_cleanup: #undef GRID_MIN_PX_D #undef GRID_MIN_PX_F -static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth) +static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit) { /* draw only if there is something to draw */ if (v3d->gridflag & (V3D_SHOW_FLOOR | V3D_SHOW_X | V3D_SHOW_Y | V3D_SHOW_Z)) { @@ -358,9 +358,6 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr UI_GetThemeColor3ubv(TH_GRID, col_grid); - if (!write_depth) - glDepthMask(GL_FALSE); - if (show_floor) { const unsigned vertex_ct = 2 * (gridlines * 4 + 2); const int sublines = v3d->gridsubdiv; @@ -486,9 +483,6 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool wr immEnd(); immUnbindProgram(); } - - if (!write_depth) - glDepthMask(GL_TRUE); } } @@ -527,7 +521,7 @@ void DRW_draw_grid(void) rv3d->gridview = ED_view3d_grid_scale(scene, v3d, &grid_unit); glEnable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); /* read & test depth, but don't alter it. TODO: separate UI depth buffer */ + glDepthMask(GL_TRUE); if (!draw_floor) { ED_region_pixelspace(ar); @@ -540,10 +534,8 @@ void DRW_draw_grid(void) glLoadMatrixf((float *)rv3d->viewmat); } else { - drawfloor(scene, v3d, &grid_unit, false); + drawfloor(scene, v3d, &grid_unit); } - - glDisable(GL_DEPTH_TEST); } /* ************************* Background ************************** */ |