Adamfix
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@@ -626,8 +626,7 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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RenderState jobState;
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RenderState jobState;
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if (spriteJob) {
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if (spriteJob) {
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if(spriteJob->Depth == 0)
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if(spriteJob->Depth == 0) {
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{
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jobState.Disable(GL_DEPTH_TEST);
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jobState.Disable(GL_DEPTH_TEST);
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}
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(spriteJob->Matrix));
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