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EMI: enable tglDepthMask() in tinygl gfx driver - this fix draw gfx at ship scene
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@@ -873,10 +873,9 @@ void GfxTinyGL::drawSprite(const Sprite *sprite) {
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if (_currentActor->isInOverworld()) {
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// The Overworld actors don't have a proper sort order
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// so we rely on the z coordinates
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tglEnable(TGL_DEPTH_TEST);
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//tglDepthMask(TGL_TRUE);
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tglDepthMask(TGL_TRUE);
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} else {
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//tglDepthMask(TGL_FALSE);
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tglDepthMask(TGL_FALSE);
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}
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float halfWidth = sprite->_width / 2;
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float halfHeight = sprite->_height / 2;
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@@ -919,7 +918,7 @@ void GfxTinyGL::drawSprite(const Sprite *sprite) {
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tglEnable(TGL_LIGHTING);
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tglDisable(TGL_ALPHA_TEST);
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//tglDepthMask(GL_TRUE);
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tglDepthMask(TGL_TRUE);
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tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA);
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tglDisable(TGL_BLEND);
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tglEnable(TGL_DEPTH_TEST);
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