From b41501792f42ddfba59cd45f1c7e2133aeace2ba Mon Sep 17 00:00:00 2001 From: Pawel Kolodziejski Date: Thu, 3 Jul 2014 20:57:05 +0200 Subject: [PATCH] EMI: enable tglDepthMask() in tinygl gfx driver - this fix draw gfx at ship scene --- engines/grim/gfx_tinygl.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/engines/grim/gfx_tinygl.cpp b/engines/grim/gfx_tinygl.cpp index 65fdbc0c1c6..a67cdc49003 100644 --- a/engines/grim/gfx_tinygl.cpp +++ b/engines/grim/gfx_tinygl.cpp @@ -873,10 +873,9 @@ void GfxTinyGL::drawSprite(const Sprite *sprite) { if (_currentActor->isInOverworld()) { // The Overworld actors don't have a proper sort order // so we rely on the z coordinates - tglEnable(TGL_DEPTH_TEST); - //tglDepthMask(TGL_TRUE); + tglDepthMask(TGL_TRUE); } else { - //tglDepthMask(TGL_FALSE); + tglDepthMask(TGL_FALSE); } float halfWidth = sprite->_width / 2; float halfHeight = sprite->_height / 2; @@ -919,7 +918,7 @@ void GfxTinyGL::drawSprite(const Sprite *sprite) { tglEnable(TGL_LIGHTING); tglDisable(TGL_ALPHA_TEST); - //tglDepthMask(GL_TRUE); + tglDepthMask(TGL_TRUE); tglBlendFunc(TGL_SRC_ALPHA, TGL_ONE_MINUS_SRC_ALPHA); tglDisable(TGL_BLEND); tglEnable(TGL_DEPTH_TEST);