}
/* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
+ if (ctx->Depth.OcclusionTest) {
+ ctx->OcclusionResult = GL_TRUE;
+ }
#if FEATURE_ARB_occlusion_query
if (ctx->Occlusion.Active) {
+ /* update count of 'passed' fragments */
GLuint i;
for (i = 0; i < span->end; i++)
ctx->Occlusion.PassedCounter += span->array->mask[i];
}
/* if we get here, something passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
+ if (ctx->Depth.OcclusionTest) {
+ ctx->OcclusionResult = GL_TRUE;
+ }
#if FEATURE_ARB_occlusion_query
if (ctx->Occlusion.Active) {
+ /* update count of 'passed' fragments */
GLuint i;
for (i = 0; i < span->end; i++)
ctx->Occlusion.PassedCounter += span->array->mask[i];
}
/* if we get here, some fragments passed the depth test */
- ctx->OcclusionResult = GL_TRUE;
+ if (ctx->Depth.OcclusionTest) {
+ ctx->OcclusionResult = GL_TRUE;
+ }
#if FEATURE_ARB_occlusion_query
if (ctx->Occlusion.Active) {
+ /* update count of 'passed' fragments */
GLuint i;
for (i = 0; i < span->end; i++)
ctx->Occlusion.PassedCounter += span->array->mask[i];
oneOverArea = 1.0F / area;
}
-#ifndef DO_OCCLUSION_TEST
- ctx->OcclusionResult = GL_TRUE;
-#endif
span.facing = ctx->_Facing; /* for 2-sided stencil test */
/* Edge setup. For a triangle strip these could be reused... */
#undef InterpToInt
#undef INTERP_ONE
-#undef DO_OCCLUSION_TEST
#undef NAME