[OpenGL] Same for depth mask
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@@ -896,14 +896,14 @@ void Renderer::drawVertices(PICA::PrimType primType, std::span<const Vertex> ver
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// Because it attaches a depth texture to the aforementioned colour buffer
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if (depthEnable) {
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gl.enableDepth();
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gl.setDepthMask(depthWriteEnable ? GL_TRUE : GL_FALSE);
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glDepthFunc(depthModes[depthFunc]);
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glDepthMask(depthWriteEnable ? GL_TRUE : GL_FALSE);
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bindDepthBuffer();
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} else {
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if (depthWriteEnable) {
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gl.enableDepth();
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gl.setDepthMask(GL_TRUE);
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glDepthFunc(GL_ALWAYS);
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glDepthMask(GL_TRUE);
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bindDepthBuffer();
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} else {
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gl.disableDepth();
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