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authorDalai Felinto <dfelinto@gmail.com>2011-01-27 01:16:58 +0300
committerDalai Felinto <dfelinto@gmail.com>2011-01-27 01:16:58 +0300
commite46895811e4c9a4206090bccadd9cd1fd98971aa (patch)
treef8eb564d37fc8f1a58eb217a00d98c222527e561 /source/gameengine/BlenderRoutines
parent0fb785aaa735351b6ba6676660bd82892a0f8cf0 (diff)
bge fix: debug text didn't have GL_DEPTH disabled - text got clipped when we have objects too close to the camera
fix only in embed bge, blenderplayer seems to be doing differently. -- reported live by Mike Pan
Diffstat (limited to 'source/gameengine/BlenderRoutines')
-rw-r--r--source/gameengine/BlenderRoutines/KX_BlenderGL.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
index ee1e92eee75..6b1ed71f465 100644
--- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
+++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
@@ -146,13 +146,13 @@ void BL_print_game_line(int fontid, const char* text, int size, int dpi, float*
BLF_draw(fontid, (char *)text, strlen(text));
BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
- glEnable(GL_DEPTH_TEST);
}
void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height)
{
/* gl prepping */
DisableForText();
+ glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@@ -181,6 +181,7 @@ void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int widt
* behind quite as neatly as we'd have wanted to. I don't know
* what cause it, though :/ .*/
DisableForText();
+ glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();