disable blending hack

This commit is contained in:
Glenn Maynard
2003-05-04 05:13:30 +00:00
parent 368375ca01
commit b7c56989f4
+3 -2
View File
@@ -300,10 +300,11 @@ void Sprite::DrawPrimitives()
/* If the texture doesn't have alpha, and we're not changing alpha in diffuse, /* If the texture doesn't have alpha, and we're not changing alpha in diffuse,
* don't bother to blend when doing the diffuse pass. */ * don't bother to blend when doing the diffuse pass. */
/* I'm not sure this actually helps anywhere.
if(m_pTexture && !m_bBlendAdd && m_pTexture->GetActualID().iAlphaBits == 0 && if(m_pTexture && !m_bBlendAdd && m_pTexture->GetActualID().iAlphaBits == 0 &&
m_temp.diffuse[0].a + m_temp.diffuse[1].a + m_temp.diffuse[2].a + m_temp.diffuse[3].a == 4) m_temp.diffuse[0].a + m_temp.diffuse[1].a + m_temp.diffuse[2].a + m_temp.diffuse[3].a == 4)
glDisable(GL_BLEND); glDisable(GL_BLEND);
*/
////////////////////// //////////////////////
// render the diffuse pass // render the diffuse pass
////////////////////// //////////////////////
@@ -312,7 +313,7 @@ void Sprite::DrawPrimitives()
v[2].c = m_temp.diffuse[3]; // bottom right v[2].c = m_temp.diffuse[3]; // bottom right
v[3].c = m_temp.diffuse[1]; // top right v[3].c = m_temp.diffuse[1]; // top right
DISPLAY->DrawQuad( v ); DISPLAY->DrawQuad( v );
glEnable(GL_BLEND); // glEnable(GL_BLEND);
} }
////////////////////// //////////////////////