BlendFunc blendFunc = m_shader->getBlendFunc();
state.m_blend_src = convertBlendFactor( blendFunc.m_src );
state.m_blend_dst = convertBlendFactor( blendFunc.m_dst );
+ state.m_depthfunc = GL_LEQUAL;
if ( state.m_blend_src == GL_SRC_ALPHA || state.m_blend_dst == GL_SRC_ALPHA ) {
state.m_state |= RENDER_DEPTHWRITE;
}