| 270 | } |
| 271 | |
| 272 | void discardFragments(const Batch& batch, int parity, int mask) { |
| 273 | glDepthFunc(GL_ALWAYS); |
| 274 | glDepthMask(GL_TRUE); |
| 275 | glDepthRange(1.0, 1.0); |
| 276 | glStencilMask(mask); |
| 277 | glStencilFunc(GL_NOTEQUAL, parity, mask); |
| 278 | glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); |
| 279 | channelMgr->renderToChannel(true); |
| 280 | glColor4ub(0, 0, 0, 0); |
| 281 | |
| 282 | touchFragments(batch); |
| 283 | |
| 284 | glDepthRange(0.0, 1.0); |
| 285 | glDepthMask(GL_FALSE); |
| 286 | glDepthFunc(getParityDepthFunc()); |
| 287 | } |
| 288 | |
| 289 | void discardFragments(int parity, int mask) { |
| 290 | glDepthFunc(GL_ALWAYS); |
no test coverage detected