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Use glClearDepthf instead of glClearDepth during replay in case of GLES
Because GLES doesn't support glClearDepth.
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@@ -542,7 +542,10 @@ bool WrappedOpenGL::Serialise_glClearDepth(GLdouble depth)
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if(m_State <= EXECUTING)
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{
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m_Real.glClearDepth(d);
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if(IsGLES)
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m_Real.glClearDepthf((float)d);
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else
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m_Real.glClearDepth(d);
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}
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return true;
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