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
This commit is contained in:
Dalai Felinto 2011-01-26 22:16:58 +00:00
parent 0fb785aaa7
commit e46895811e

@ -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();