diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2011-01-27 01:16:58 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2011-01-27 01:16:58 +0300 |
commit | e46895811e4c9a4206090bccadd9cd1fd98971aa (patch) | |
tree | f8eb564d37fc8f1a58eb217a00d98c222527e561 /source/gameengine | |
parent | 0fb785aaa735351b6ba6676660bd82892a0f8cf0 (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')
-rw-r--r-- | source/gameengine/BlenderRoutines/KX_BlenderGL.cpp | 3 |
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(); |