glGetIntegerv (GL_VIEWPORT, viewprt);
#endif
- // initialize OpenGL state for glClear to work
- GlobalShaderCache().render(RENDER_DEFAULT, m_Camera.modelview, m_Camera.projection, m_view.getViewer());
-
// enable depth buffer writes
glDepthMask(GL_TRUE);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
Vector3 clearColour(0, 0, 0);
if(m_Camera.draw_mode != cd_lighting)