Revision: 34515
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=34515
Author:   dfelinto
Date:     2011-01-26 22:16:58 +0000 (Wed, 26 Jan 2011)
Log Message:
-----------
bge fix: debug text didn't have GL_DEPTH disabled - text got clipped when we 
have objects too close to the camera
fix only in embed bge, blenderplayer seems to be doing differently.
-- reported live by Mike Pan 

Modified Paths:
--------------
    trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp

Modified: trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp    
2011-01-26 22:01:51 UTC (rev 34514)
+++ trunk/blender/source/gameengine/BlenderRoutines/KX_BlenderGL.cpp    
2011-01-26 22:16:58 UTC (rev 34515)
@@ -146,13 +146,13 @@
        BLF_draw(fontid, (char *)text, strlen(text));
 
        BLF_disable(fontid, BLF_MATRIX|BLF_ASPECT);
-       glEnable(GL_DEPTH_TEST);
 }
 
 void BL_print_gamedebug_line(const char* text, int xco, int yco, int width, 
int height)
 {      
        /* gl prepping */
        DisableForText();
+       glDisable(GL_DEPTH_TEST);
 
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
@@ -181,6 +181,7 @@
         * behind quite as neatly as we'd have wanted to. I don't know
         * what cause it, though :/ .*/
        DisableForText();
+       glDisable(GL_DEPTH_TEST);
 
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();

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