gooseberry request:
Attempt to select closest bones when possible. Occlusion query selection does't support this well because we can't really derive depth information from occlusion tests. May be possible to improve this somewhat in the future.
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@@ -127,7 +127,7 @@ void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, rctf *input, c
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}
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else if (mode == GPU_SELECT_NEAREST_SECOND_PASS) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthMask(GL_FALSE);
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glDepthFunc(GL_EQUAL);
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}
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}
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