We only uses one depth buffer now
This commit is contained in:
@@ -135,6 +135,26 @@ bool RenderState::DepthMask(GLboolean flag)
|
||||
return !GLERROR("DepthMask");
|
||||
}
|
||||
|
||||
bool RenderState::DepthFunc(GLenum func)
|
||||
{
|
||||
GLint original;
|
||||
glGetIntegerv(GL_DEPTH_FUNC, &original);
|
||||
m_ResetFunctions.push_back(std::bind(glDepthFunc, original));
|
||||
glDepthFunc(func);
|
||||
return !GLERROR("DepthFunc");
|
||||
}
|
||||
|
||||
bool RenderState::AlphaFunc(GLenum func, GLclampf thresholder)
|
||||
{
|
||||
GLint originalFunc;
|
||||
glGetIntegerv(GL_ALPHA_TEST_FUNC, &originalFunc);
|
||||
GLint originalRef;
|
||||
glGetIntegerv(GL_ALPHA_TEST_REF, &originalRef);
|
||||
m_ResetFunctions.push_back(std::bind(glAlphaFunc, originalFunc, originalRef));
|
||||
glAlphaFunc(func, thresholder);
|
||||
return !GLERROR("AlphaFunc");
|
||||
}
|
||||
|
||||
RenderState::~RenderState()
|
||||
{
|
||||
for (auto& f : boost::adaptors::reverse(m_ResetFunctions)) {
|
||||
|
||||
Reference in New Issue
Block a user