fix for depth drawing + clipping
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@@ -1728,7 +1728,12 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *))
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v3d->transp= FALSE;
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}
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if(rv3d->rflag & RV3D_CLIPPING)
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view3d_clr_clipping();
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v3d->zbuf = zbuf;
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if(!v3d->zbuf) glDisable(GL_DEPTH_TEST);
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U.glalphaclip = glalphaclip;
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v3d->flag = flag;
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U.obcenter_dia= obcenter_dia;
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