less GL_DETPH_TEST switches
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9e84a42177
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@ -210,6 +210,8 @@ public final class PolygonRenderer {
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mStart = mCount;
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}
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GLState.test(drawClipped, true);
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Layer l = layer;
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for (; l != null && l.type == Layer.POLYGON; l = l.next) {
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@ -230,8 +232,8 @@ public final class PolygonRenderer {
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glStencilMask(0xFF);
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glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
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if (drawClipped) {
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GLState.test(true, true);
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if (first && drawClipped) {
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//GLState.test(true, true);
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// draw clip-region into depth buffer:
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// this is used for lines and polygons
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@ -245,7 +247,7 @@ public final class PolygonRenderer {
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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if (drawClipped) {
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if (first && drawClipped) {
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first = false;
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// do not modify depth buffer anymore
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glDepthMask(false);
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@ -258,7 +260,7 @@ public final class PolygonRenderer {
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}
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// no need for depth test while drawing stencil
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GLState.test(false, true);
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//GLState.test(false, true);
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mFillPolys[mCount] = pl;
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@ -270,8 +272,8 @@ public final class PolygonRenderer {
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// draw up to 8 layers into stencil buffer
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if (mCount == STENCIL_BITS) {
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/* only draw where nothing was drawn yet */
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if (drawClipped)
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GLState.test(true, true);
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//if (drawClipped)
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// GLState.test(true, true);
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fillPolygons(zoom, scale);
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mCount = 0;
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@ -281,8 +283,8 @@ public final class PolygonRenderer {
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if (mCount > 0) {
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/* only draw where nothing was drawn yet */
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if (drawClipped)
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GLState.test(true, true);
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//if (drawClipped)
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// GLState.test(true, true);
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fillPolygons(zoom, scale);
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}
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