only modify DEPTH_TEST through GLState
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@ -406,7 +406,6 @@ public class BuildingOverlay extends RenderOverlay {
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, mIndiceCnt[1],
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, mIndiceCnt[1],
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GLES20.GL_UNSIGNED_SHORT, mIndiceCnt[0] * 2);
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GLES20.GL_UNSIGNED_SHORT, mIndiceCnt[0] * 2);
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GLES20.glDisable(GLES20.GL_DEPTH_TEST);
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GLES20.glDisable(GLES20.GL_CULL_FACE);
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GLES20.glDisable(GLES20.GL_CULL_FACE);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -206,8 +206,6 @@ public class ModelOverlay extends RenderOverlay {
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GLES20.glUniform4f(hPolygonColor, 0.7f, 0.5f, 0.5f, 0.7f);
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GLES20.glUniform4f(hPolygonColor, 0.7f, 0.5f, 0.5f, 0.7f);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, 24 * 2);
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GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, 24 * 2);
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GLES20.glDisable(GLES20.GL_DEPTH_TEST);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
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GlUtils.checkGlError("...");
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GlUtils.checkGlError("...");
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}
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}
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