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Disable blend on clear mode
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@@ -172,6 +172,7 @@ void EnterClearMode(u32 data)
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glColorMask(colMask, colMask, colMask, alphaMask);
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glDepthMask(updateZ); // Update Z or not
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// Note that depth test must be enabled for depth writes to go through! So we use GL_ALWAYS
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glDisable(GL_CULL_FACE); // ??
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@@ -189,7 +190,7 @@ void LeaveClearMode()
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glColorMask(1,1,1,1);
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glEnDis(GL_DEPTH_TEST, gstate.zTestEnable & 1);
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glDepthFunc(GL_LEQUAL); // TODO
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glEnDis(GL_BLEND, gstate.alphaBlendEnable & 1);
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// dirtyshader?
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}
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