mirror of https://github.com/encounter/SDL.git
The default draw blendmode is SDL_BLENDMODE_NONE
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1f6bd95110
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@ -1767,7 +1767,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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}
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.blend = SDL_BLENDMODE_NONE;
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return renderer;
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}
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@ -1688,7 +1688,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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/* This ended up causing video discrepancies between OpenGL and Direct3D */
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/* data->glEnable(GL_LINE_SMOOTH); */
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.blend = SDL_BLENDMODE_NONE;
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data->drawstate.shader = SHADER_INVALID;
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data->drawstate.color = 0xFFFFFFFF;
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data->drawstate.clear_color = 0xFFFFFFFF;
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@ -1203,7 +1203,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->glEnableClientState(GL_VERTEX_ARRAY);
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data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.blend = SDL_BLENDMODE_NONE;
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data->drawstate.color = 0xFFFFFFFF;
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data->drawstate.clear_color = 0xFFFFFFFF;
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@ -2076,7 +2076,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
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data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
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data->drawstate.blend = SDL_BLENDMODE_INVALID;
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data->drawstate.blend = SDL_BLENDMODE_NONE;
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data->drawstate.color = 0xFFFFFFFF;
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data->drawstate.clear_color = 0xFFFFFFFF;
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data->drawstate.projection[3][0] = -1.0f;
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