Write z data to the depth buffer.
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@@ -213,7 +213,7 @@ namespace OpenRA.Platforms.Default
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VerifyThreadAffinity();
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OpenGL.glClearColor(0, 0, 0, 1);
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OpenGL.CheckGLError();
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OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT);
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OpenGL.glClear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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}
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@@ -235,6 +235,13 @@ namespace OpenRA.Platforms.Default
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OpenGL.CheckGLError();
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}
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public void ClearDepthBuffer()
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{
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VerifyThreadAffinity();
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OpenGL.glClear(OpenGL.GL_DEPTH_BUFFER_BIT);
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OpenGL.CheckGLError();
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}
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public void SetBlendMode(BlendMode mode)
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{
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VerifyThreadAffinity();
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