Add a possible TODO.
Dunno if the hardware behaves like this, but it likely does.
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@@ -1464,6 +1464,7 @@ void Renderer::SetDepthMode()
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else
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{
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// if the test is disabled write is disabled too
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// TODO: When PE performance metrics are being emulated via occlusion queries, we should (probably?) enable depth test with depth function ALWAYS here
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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}
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