Disable cull face after drawing mesh (for gui)
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@ -401,6 +401,7 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
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TextBillboardDrawer::drawAll();
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PROFILER_POP_CPU_MARKER();
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}
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glDisable(GL_CULL_FACE);
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// Now all instancing data from mesh and particle are done drawing
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m_draw_calls.setFenceSync();
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@ -514,6 +515,7 @@ void ShaderBasedRenderer::renderScene(scene::ICameraSceneNode * const camnode,
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TextBillboardDrawer::drawAll();
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PROFILER_POP_CPU_MARKER();
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}
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glDisable(GL_CULL_FACE);
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// Now all instancing data from mesh and particle are done drawing
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m_draw_calls.setFenceSync();
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@ -59,6 +59,10 @@ void addTextBillboard(STKTextBillboard* tb)
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// ----------------------------------------------------------------------------
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void drawAll()
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{
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if (g_tbs.empty())
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{
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return;
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}
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glEnable(GL_CULL_FACE);
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