Several transparent ui-related components were writing to the depthbuffer for some silly reason. Don't do that since it messes with occlusion.

This commit is contained in:
Shyotl
2011-12-30 19:15:21 -06:00
parent 48552e3027
commit dff195d120
5 changed files with 22 additions and 23 deletions

View File

@@ -304,10 +304,6 @@ void LLPostProcess::doEffects(void)
/// Copy the screen buffer to the render texture
copyFrameBuffer();
/// Clear the frame buffer.
//glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
//glClear(GL_COLOR_BUFFER_BIT);
//Disable depth. Set blendmode to replace.
LLGLDepthTest depth(GL_FALSE);
LLGLEnable blend(GL_BLEND);