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Moves depth and stencil tests to PipelineState and DeviceCommandContext.
Differential Revision: https://code.wildfiregames.com/D4471 This was SVN commit r26286.
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@@ -816,8 +816,6 @@ void WaterManager::RenderWaves(
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glClearColor(0.0f,0.0f, 0.0f,0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_water_waves);
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tech->BeginPass();
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deviceCommandContext->SetGraphicsPipelineState(
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