Latest ClippingPlanes Activity
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Found a solution. What I had was mostly correct, but I needed to flush the ZBuffer, then re-draw my portal triangles to the depth buffer after drawing the contents of the portal.
void RENDER_StartPolyStencil(vertexStruct* v, int n)
{
glEnable(GL_STENCIL_TEST);
glDepthMask(GL_TRUE);
glStencilMask…
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