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Fixes some depth issues in Android
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@ -398,10 +398,7 @@ void DepthBufferList::saveBuffer(u32 _address)
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m_pCurrent = &buffer;
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m_pCurrent = &buffer;
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}
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}
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#ifdef ANDROID
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//Fixes issues with PowerVR devices and potentially other Android devices
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glClear( GL_DEPTH_BUFFER_BIT );
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#endif
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frameBufferList().attachDepthBuffer();
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frameBufferList().attachDepthBuffer();
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#ifdef DEBUG
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#ifdef DEBUG
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@ -1836,6 +1836,12 @@ void OGLRender::clearDepthBuffer(u32 _uly, u32 _lry)
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depthBufferList().clearBuffer(_uly, _lry);
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depthBufferList().clearBuffer(_uly, _lry);
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glDisable( GL_SCISSOR_TEST );
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glDisable( GL_SCISSOR_TEST );
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#ifdef ANDROID
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glDepthMask( FALSE );
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glClear( GL_DEPTH_BUFFER_BIT );
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#endif
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glDepthMask( TRUE );
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glDepthMask( TRUE );
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glClear( GL_DEPTH_BUFFER_BIT );
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glClear( GL_DEPTH_BUFFER_BIT );
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