fix depth buffer cleared when it shouldn't be
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@@ -2082,8 +2082,16 @@ void RageDisplay_OGL::SetRenderTarget( unsigned iTexture, bool bPreserveTexture
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* consistency. */
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* consistency. */
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glClearColor( 0,0,0,0 );
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glClearColor( 0,0,0,0 );
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SetZWrite( true );
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SetZWrite( true );
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/* If bPreserveTexture is false, clear the render target. Only clear the depth
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* buffer if the target has one; otherwise we're clearing the real depth buffer. */
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if( !bPreserveTexture )
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if( !bPreserveTexture )
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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{
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int iBit = GL_COLOR_BUFFER_BIT;
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if( pTarget->GetParam().bWithDepthBuffer )
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iBit |= GL_DEPTH_BUFFER_BIT;
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glClear( iBit );
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}
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}
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}
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void RageDisplay_OGL::SetPolygonMode( PolygonMode pm )
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void RageDisplay_OGL::SetPolygonMode( PolygonMode pm )
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