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-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index 3fbc24d6089..56f9ef69221 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -104,8 +104,11 @@ void gpu_select_query_begin(
/* occlusion queries operates on fragments that pass tests and since we are interested on all
* objects in the view frustum independently of their order, we need to disable the depth test */
if (mode == GPU_SELECT_ALL) {
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
+ /* glQueries on Windows+Intel drivers only works with depth testing turned on.
+ * See T62947 for details */
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ glDepthMask(GL_TRUE);
}
else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
glClear(GL_DEPTH_BUFFER_BIT);