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Home/ Questions/Q 4063622
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Editorial Team
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Editorial Team
Asked: May 20, 20262026-05-20T15:44:59+00:00 2026-05-20T15:44:59+00:00

I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the rendering of a frame.

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I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid’s PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed).

If I force glDepthMask to be true the entire time, everything works fine.

I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off?

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  1. Editorial Team
    Editorial Team
    2026-05-20T15:45:00+00:00Added an answer on May 20, 2026 at 3:45 pm

    The problem was that glDepthMask needs to be true when calling glClearDepth. This apparently only applies to Adreno GPUs, not to PowerVR GPUs.

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