Commit 5391f4fe authored by nadro's avatar nadro

- Fixed issue with color mask in OpenGL.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4879 dfc29bdd-3216-0410-991c-e03cc46cb475
parent abb71302
...@@ -895,6 +895,9 @@ void COpenGLDriver::clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuff ...@@ -895,6 +895,9 @@ void COpenGLDriver::clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuff
GLbitfield mask = 0; GLbitfield mask = 0;
if (backBuffer) if (backBuffer)
{ {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
Material.ColorMask = ECP_ALL;
const f32 inv = 1.0f / 255.0f; const f32 inv = 1.0f / 255.0f;
glClearColor(color.getRed() * inv, color.getGreen() * inv, glClearColor(color.getRed() * inv, color.getGreen() * inv,
color.getBlue() * inv, color.getAlpha() * inv); color.getBlue() * inv, color.getAlpha() * inv);
...@@ -905,8 +908,8 @@ void COpenGLDriver::clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuff ...@@ -905,8 +908,8 @@ void COpenGLDriver::clearBuffers(bool backBuffer, bool zBuffer, bool stencilBuff
if (zBuffer) if (zBuffer)
{ {
BridgeCalls->setDepthMask(true); BridgeCalls->setDepthMask(true);
Material.ZWriteEnable = true;
LastMaterial.ZWriteEnable=true;
mask |= GL_DEPTH_BUFFER_BIT; mask |= GL_DEPTH_BUFFER_BIT;
} }
......
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