// enable depth buffer writes
glDepthMask(GL_TRUE);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
Vector3 clearColour(0, 0, 0);
if(m_Camera.draw_mode != cd_lighting)
if(g_camwindow_globals_private.m_showStats)
{
- glRasterPos3f(1.0f, static_cast<float>(m_Camera.height) - GlobalOpenGL().m_fontDescent, 0.0f);
+ glRasterPos3f(1.0f, static_cast<float>(m_Camera.height) - GlobalOpenGL().m_font->getPixelDescent(), 0.0f);
extern const char* Renderer_GetStats();
GlobalOpenGL().drawString(Renderer_GetStats());
- glRasterPos3f(1.0f, static_cast<float>(m_Camera.height) - GlobalOpenGL().m_fontDescent - GlobalOpenGL().m_fontHeight, 0.0f);
+ glRasterPos3f(1.0f, static_cast<float>(m_Camera.height) - GlobalOpenGL().m_font->getPixelDescent() - GlobalOpenGL().m_font->getPixelHeight(), 0.0f);
extern const char* Cull_GetStats();
GlobalOpenGL().drawString(Cull_GetStats());
}