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authorAntony Riakiotakis <kalast@gmail.com>2014-09-24 20:02:40 +0400
committerAntony Riakiotakis <kalast@gmail.com>2014-09-24 20:22:02 +0400
commitfc3753b8f6f404d5fa1079e3d01ef6e818dde8eb (patch)
tree7022d90c1f38ec8a6f927c0383e0711b7755afae /source/blender/gpu/intern/gpu_select.c
parent345b16601cfb8e50ca03f883902ee070c1630c2f (diff)
gooseberry request:
Attempt to select closest bones when possible. Occlusion query selection does't support this well because we can't really derive depth information from occlusion tests. May be possible to improve this somewhat in the future.
Diffstat (limited to 'source/blender/gpu/intern/gpu_select.c')
-rw-r--r--source/blender/gpu/intern/gpu_select.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
index 2df9e603903..1d448231dda 100644
--- a/source/blender/gpu/intern/gpu_select.c
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -127,7 +127,7 @@ void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, c
}
else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_TRUE);
+ glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
}