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Add GLSL_ClearDepthBuffer()
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@ -611,3 +611,22 @@ void GLSLCombiner::UpdateFBInfo() {
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int fbFixedAlpha_location = glGetUniformLocationARB(m_programObject, "fb_fixed_alpha");
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glUniform1iARB(fbFixedAlpha_location, nFbFixedAlpha);
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}
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void GLSL_ClearDepthBuffer() {
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if (frameBuffer.top == NULL || frameBuffer.top->depth_texture == NULL)
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return;
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const u32 numTexels = frameBuffer.top->depth_texture->width*frameBuffer.top->depth_texture->height;
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u16 * pDepth = (u16*)malloc(numTexels * 2);
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for (int i = 0; i < numTexels; i++)
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pDepth[i] = 0xfffc;
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// glActiveTextureARB( GL_TEXTURE0_ARB );
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glBindTexture(GL_TEXTURE_2D, frameBuffer.top->depth_texture->glName);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
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frameBuffer.top->depth_texture->width, frameBuffer.top->depth_texture->height,
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GL_RED, GL_UNSIGNED_SHORT, pDepth);
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free(pDepth);
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gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
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gDP.changed |= CHANGED_COMBINE;
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}
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@ -1137,6 +1137,10 @@ void OGL_ClearDepthBuffer()
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{
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if (OGL.frameBufferTextures && frameBuffer.top == NULL)
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return;
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void GLSL_ClearDepthBuffer();
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GLSL_ClearDepthBuffer();
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glDisable( GL_SCISSOR_TEST );
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OGL_UpdateStates();
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