bge fix: debug text didn't have GL_DEPTH disabled - text got clipped when we have...
authorDalai Felinto <dfelinto@gmail.com>
Wed, 26 Jan 2011 22:16:58 +0000 (22:16 +0000)
committerDalai Felinto <dfelinto@gmail.com>
Wed, 26 Jan 2011 22:16:58 +0000 (22:16 +0000)
fix only in embed bge, blenderplayer seems to be doing differently.
-- reported live by Mike Pan

source/gameengine/BlenderRoutines/KX_BlenderGL.cpp

index ee1e92eee75f0ef78909339fb6ff5eefa45d1258..6b1ed71f4650d2d2a7e97f530900f2362d9bacfc 100644 (file)
@@ -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();