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-rw-r--r--src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp1
-rw-r--r--src/quick/scenegraph/coreapi/qsgmaterialrhishader.cpp2
2 files changed, 2 insertions, 1 deletions
diff --git a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
index ea1a1a9b93..79d3fca500 100644
--- a/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
+++ b/src/quick/scenegraph/coreapi/qsgbatchrenderer.cpp
@@ -4024,6 +4024,7 @@ void Renderer::renderBatches()
if (m_useDepthBuffer) {
glClearDepthf(1); // calls glClearDepth() under the hood for desktop OpenGL
+ glDepthMask(true);
}
glColorMask(true, true, true, true);
glDisable(GL_SCISSOR_TEST);
diff --git a/src/quick/scenegraph/coreapi/qsgmaterialrhishader.cpp b/src/quick/scenegraph/coreapi/qsgmaterialrhishader.cpp
index c5cbd0c979..d2eb22f45a 100644
--- a/src/quick/scenegraph/coreapi/qsgmaterialrhishader.cpp
+++ b/src/quick/scenegraph/coreapi/qsgmaterialrhishader.cpp
@@ -105,7 +105,7 @@ void QSGMaterialRhiShaderPrivate::prepare(QShader::Variant vertexShaderVariant)
ubufBinding = -1;
ubufSize = 0;
ubufStages = { };
- memset(combinedImageSamplerBindings, 0, sizeof(combinedImageSamplerBindings));
+ memset(static_cast<void *>(combinedImageSamplerBindings), 0, sizeof(combinedImageSamplerBindings));
vertexShader = fragmentShader = nullptr;
masterUniformData.clear();