Fix depth test state management.

TRAC #16655 Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/trunk@634 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 07792e54
#define MAJOR_VERSION 0 #define MAJOR_VERSION 0
#define MINOR_VERSION 0 #define MINOR_VERSION 0
#define BUILD_VERSION 0 #define BUILD_VERSION 0
#define BUILD_REVISION 633 #define BUILD_REVISION 634
#define STRINGIFY(x) #x #define STRINGIFY(x) #x
#define MACRO_STRINGIFY(x) STRINGIFY(x) #define MACRO_STRINGIFY(x) STRINGIFY(x)
......
...@@ -1746,7 +1746,7 @@ void Context::applyState(GLenum drawMode) ...@@ -1746,7 +1746,7 @@ void Context::applyState(GLenum drawMode)
if (mDepthStateDirty) if (mDepthStateDirty)
{ {
if (mState.depthTest && framebufferObject->getDepthbufferType() != GL_NONE) if (mState.depthTest)
{ {
device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc)); device->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
......
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