From e46895811e4c9a4206090bccadd9cd1fd98971aa Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Wed, 26 Jan 2011 22:16:58 +0000 Subject: [PATCH] bge fix: debug text didn't have GL_DEPTH disabled - text got clipped when we have objects too close to the camera fix only in embed bge, blenderplayer seems to be doing differently. -- reported live by Mike Pan --- source/gameengine/BlenderRoutines/KX_BlenderGL.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp index ee1e92eee75..6b1ed71f465 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp +++ b/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp @@ -146,13 +146,13 @@ void BL_print_game_line(int fontid, const char* text, int size, int dpi, float* BLF_draw(fontid, (char *)text, strlen(text)); BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT); - glEnable(GL_DEPTH_TEST); } void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, int height) { /* gl prepping */ DisableForText(); + glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); @@ -181,6 +181,7 @@ void BL_print_gamedebug_line_padded(const char* text, int xco, int yco, int widt * behind quite as neatly as we'd have wanted to. I don't know * what cause it, though :/ .*/ DisableForText(); + glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix();