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Diffstat (limited to 'source/blender/gpu/intern/gpu_select_sample_query.c')
-rw-r--r--source/blender/gpu/intern/gpu_select_sample_query.c7
1 files changed, 3 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_select_sample_query.c b/source/blender/gpu/intern/gpu_select_sample_query.c
index 12390e5cdb0..919ccbea2e9 100644
--- a/source/blender/gpu/intern/gpu_select_sample_query.c
+++ b/source/blender/gpu/intern/gpu_select_sample_query.c
@@ -103,10 +103,10 @@ void gpu_select_query_begin(
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* In order to save some fill rate we minimize the viewport using rect.
- * We need to get the region of the scissor so that our geometry doesn't
+ * We need to get the region of the viewport so that our geometry doesn't
* get rejected before the depth test. Should probably cull rect against
- * scissor for viewport but this is a rare case I think */
- glGetFloatv(GL_SCISSOR_BOX, viewport);
+ * the viewport but this is a rare case I think */
+ glGetFloatv(GL_VIEWPORT, viewport);
glViewport(viewport[0], viewport[1], BLI_rcti_size_x(input), BLI_rcti_size_y(input));
/* occlusion queries operates on fragments that pass tests and since we are interested on all
@@ -116,7 +116,6 @@ void gpu_select_query_begin(
glDepthMask(GL_FALSE);
}
else if (mode == GPU_SELECT_NEAREST_FIRST_PASS) {
- glDisable(GL_SCISSOR_TEST); /* allows fast clear */
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);