Gdx.gl.glDepthFunc(depthFunc = depthFunction);
if (!wasEnabled || this.depthRangeNear != depthRangeNear || this.depthRangeFar != depthRangeFar)
Gdx.gl.glDepthRangef(this.depthRangeNear = depthRangeNear, this.depthRangeFar = depthRangeFar);
- if (!wasEnabled || this.depthMask != depthMask)
- Gdx.gl.glDepthMask(this.depthMask = depthMask);
}
+ if (this.depthMask != depthMask)
+ Gdx.gl.glDepthMask(this.depthMask = depthMask);
}
public final void setBlending(final boolean enabled, final int sFactor, final int dFactor) {