GRIM: Don't draw to the depth buffer when creating the stencil mask for shadows.
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1 changed files with 2 additions and 0 deletions
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@ -365,6 +365,7 @@ void GfxOpenGL::drawShadowPlanes() {
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}
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*/
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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glClearStencil(~0);
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glClear(GL_STENCIL_BUFFER_BIT);
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@ -383,6 +384,7 @@ void GfxOpenGL::drawShadowPlanes() {
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glEnd();
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}
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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glStencilFunc(GL_EQUAL, 1, (GLuint)~0);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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