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Disable depth test in lovr.graphics.fill;
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@ -1084,6 +1084,10 @@ void lovrGraphicsFill(Texture* texture) {
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1, -1, 0, 0, 0, 0, 1, 0
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1, -1, 0, 0, 0, 0, 1, 0
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};
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};
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CompareMode mode;
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bool write;
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lovrGraphicsGetDepthTest(&mode, &write);
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lovrGraphicsSetDepthTest(COMPARE_NONE, false);
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lovrGraphicsSetDefaultShader(SHADER_FILL);
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lovrGraphicsSetDefaultShader(SHADER_FILL);
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Material* material = lovrGraphicsGetDefaultMaterial();
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Material* material = lovrGraphicsGetDefaultMaterial();
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture);
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, texture);
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@ -1095,6 +1099,7 @@ void lovrGraphicsFill(Texture* texture) {
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lovrMeshSetDrawRange(state.mesh, 0, 4);
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lovrMeshSetDrawRange(state.mesh, 0, 4);
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, NULL);
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lovrMaterialSetTexture(material, TEXTURE_DIFFUSE, NULL);
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lovrMeshDraw(state.mesh, NULL, NULL, 1);
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lovrMeshDraw(state.mesh, NULL, NULL, 1);
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lovrGraphicsSetDepthTest(mode, write);
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}
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}
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// Internal State
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// Internal State
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