fix: clear depth buffer for tile clipping

- need to enable depthmask for clear
This commit is contained in:
Hannes Janetzek 2014-02-21 22:27:38 +01:00
parent 6d332f6ba9
commit 5449d1cdd5

View File

@ -51,6 +51,8 @@ public class VectorTileRenderer extends TileRenderer {
for (int i = 0; i < tileCnt; i++) { for (int i = 0; i < tileCnt; i++) {
MapTile t = tiles[i]; MapTile t = tiles[i];
if (t.isVisible && t.state != READY) { if (t.isVisible && t.state != READY) {
GL.glDepthMask(true);
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
mClipMode = 2; mClipMode = 2;
break; break;
} }
@ -70,7 +72,6 @@ public class VectorTileRenderer extends TileRenderer {
* TODO draw proxies for placeholder */ * TODO draw proxies for placeholder */
if (mClipMode > 1) { if (mClipMode > 1) {
mClipMode = 3; mClipMode = 3;
//GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
GL.glDepthFunc(GL20.GL_LESS); GL.glDepthFunc(GL20.GL_LESS);
/* draw child or parent proxies */ /* draw child or parent proxies */