fix: clear depth buffer for tile clipping
- need to enable depthmask for clear
This commit is contained in:
parent
6d332f6ba9
commit
5449d1cdd5
@ -51,6 +51,8 @@ public class VectorTileRenderer extends TileRenderer {
|
||||
for (int i = 0; i < tileCnt; i++) {
|
||||
MapTile t = tiles[i];
|
||||
if (t.isVisible && t.state != READY) {
|
||||
GL.glDepthMask(true);
|
||||
GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
|
||||
mClipMode = 2;
|
||||
break;
|
||||
}
|
||||
@ -70,7 +72,6 @@ public class VectorTileRenderer extends TileRenderer {
|
||||
* TODO draw proxies for placeholder */
|
||||
if (mClipMode > 1) {
|
||||
mClipMode = 3;
|
||||
//GL.glClear(GL20.GL_DEPTH_BUFFER_BIT);
|
||||
GL.glDepthFunc(GL20.GL_LESS);
|
||||
|
||||
/* draw child or parent proxies */
|
||||
|
Loading…
x
Reference in New Issue
Block a user