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authorGunnar Sletta <gunnar.sletta@jollamobile.com>2014-07-28 16:58:16 +0200
committerGunnar Sletta <gunnar.sletta@jollamobile.com>2014-07-29 17:40:51 +0200
commit6457541ddc1193045fbd2259df2374396ef41a22 (patch)
treeffb0d7c20c728cd1c61a109fe960b7f73f49ed6c /src
parent61edb86ed4cc0ac31d77d3793936fa1e8476b504 (diff)
Leave the depth mask on after rendering.
Try to be compatible with raw GL when possible. Change-Id: Id6e17da2d8c134362a5428de970cd5e562f57143 Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Diffstat (limited to 'src')
-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index 0ae0c1579b..e68b001ad1 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -2300,6 +2300,7 @@ void Renderer::renderBatches()
updateStencilClip(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDepthMask(true);
}
void Renderer::deleteRemovedElements()