fix blending... and update slidergradient
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Before Width: | Height: | Size: 8.5 KiB After Width: | Height: | Size: 4.6 KiB |
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@ -225,7 +225,7 @@ public class CurveRenderState {
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state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
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state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
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state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
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state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
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GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
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GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
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//GL11.glEnable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_BLEND);
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GL14.glBlendEquation(GL14.GL_FUNC_ADD);
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GL14.glBlendEquation(GL14.GL_FUNC_ADD);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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@ -258,7 +258,7 @@ public class CurveRenderState {
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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//GL11.glEnable(GL11.GL_BLEND);
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GL11.glEnable(GL11.GL_BLEND);
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GL20.glUseProgram(state.oldProgram);
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GL20.glUseProgram(state.oldProgram);
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GL13.glActiveTexture(state.texUnit);
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GL13.glActiveTexture(state.texUnit);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer);
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@ -270,8 +270,8 @@ public class CurveRenderState {
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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if (state.smoothedPoly)
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if (state.smoothedPoly)
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GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
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GL11.glEnable(GL11.GL_POLYGON_SMOOTH);
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//if (!state.blendEnabled)
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if (!state.blendEnabled)
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// GL11.glDisable(GL11.GL_BLEND);
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GL11.glDisable(GL11.GL_BLEND);
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}
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}
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/**
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/**
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