reenable some clear code that was temporarily disabled
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@@ -493,15 +493,12 @@ clear_depth_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
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assert(strb->surface->format);
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#if 0
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if (ctx->Scissor.Enabled ||
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(isDS && ctx->DrawBuffer->Visual.stencilBits > 0)) {
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/* scissoring or we have a combined depth/stencil buffer */
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clear_with_quad(ctx, GL_FALSE, GL_TRUE, GL_FALSE);
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}
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else
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#endif
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{
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else {
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/* simple clear of whole buffer */
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GLuint clearValue = depth_value(strb->surface->format, ctx->Depth.Clear);
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ctx->st->pipe->clear(ctx->st->pipe, strb->surface, clearValue);
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