diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c index 09a7034c674..41a42c4a697 100644 --- a/source/blender/draw/intern/draw_manager.c +++ b/source/blender/draw/intern/draw_manager.c @@ -1553,10 +1553,10 @@ void DRW_draw_render_loop_ex( /* annotations - temporary drawing buffer (3d space) */ /* XXX: Or should we use a proper draw/overlay engine for this case? */ if (do_annotations) { - glDisable(GL_DEPTH_TEST); + GPU_depth_test(false); /* XXX: as scene->gpd is not copied for COW yet */ ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, true); - glEnable(GL_DEPTH_TEST); + GPU_depth_test(true); } DRW_draw_callbacks_post_scene(); @@ -1572,9 +1572,9 @@ void DRW_draw_render_loop_ex( drw_debug_draw(); - glDisable(GL_DEPTH_TEST); + GPU_depth_test(false); drw_engines_draw_text(); - glEnable(GL_DEPTH_TEST); + GPU_depth_test(true); if (DST.draw_ctx.evil_C) { /* needed so gizmo isn't obscured */ @@ -1592,18 +1592,18 @@ void DRW_draw_render_loop_ex( if (((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) && (do_annotations)) { - glDisable(GL_DEPTH_TEST); + GPU_depth_test(false); /* XXX: as scene->gpd is not copied for COW yet */ ED_gpencil_draw_view3d_annotations(DEG_get_input_scene(depsgraph), depsgraph, v3d, ar, false); - glEnable(GL_DEPTH_TEST); + GPU_depth_test(true); } if ((v3d->flag2 & V3D_HIDE_OVERLAYS) == 0) { /* Draw 2D after region info so we can draw on top of the camera passepartout overlay. * 'DRW_draw_region_info' sets the projection in pixel-space. */ - glDisable(GL_DEPTH_TEST); + GPU_depth_test(false); DRW_draw_gizmo_2d(); - glEnable(GL_DEPTH_TEST); + GPU_depth_test(true); } } @@ -1614,11 +1614,11 @@ void DRW_draw_render_loop_ex( } if (G.debug_value > 20 && G.debug_value < 30) { - glDisable(GL_DEPTH_TEST); + GPU_depth_test(false); rcti rect; /* local coordinate visible rect inside region, to accommodate overlapping ui */ ED_region_visible_rect(DST.draw_ctx.ar, &rect); DRW_stats_draw(&rect); - glEnable(GL_DEPTH_TEST); + GPU_depth_test(true); } if (WM_draw_region_get_bound_viewport(ar)) {