diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2014-09-24 20:02:40 +0400 |
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committer | Antony Riakiotakis <kalast@gmail.com> | 2014-09-24 20:22:02 +0400 |
commit | fc3753b8f6f404d5fa1079e3d01ef6e818dde8eb (patch) | |
tree | 7022d90c1f38ec8a6f927c0383e0711b7755afae /source/blender/gpu/intern | |
parent | 345b16601cfb8e50ca03f883902ee070c1630c2f (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')
-rw-r--r-- | source/blender/gpu/intern/gpu_select.c | 2 |
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); } } |