Use correct stencil values with non-add blending.

Otherwise, we get the min/max/etc. value instead.
This commit is contained in:
Unknown W. Brackets 2014-08-03 18:20:58 -07:00
parent 60eaefa6ad
commit 8d6a5fd694
2 changed files with 3 additions and 3 deletions

View File

@ -388,9 +388,9 @@ void TransformDrawEngine::ApplyBlendState() {
}
if (gl_extensions.EXT_blend_minmax || gl_extensions.GLES3) {
glstate.blendEquation.set(eqLookup[blendFuncEq]);
glstate.blendEquationSeparate.set(eqLookup[blendFuncEq], GL_FUNC_ADD);
} else {
glstate.blendEquation.set(eqLookupNoMinMax[blendFuncEq]);
glstate.blendEquationSeparate.set(eqLookupNoMinMax[blendFuncEq], GL_FUNC_ADD);
}
}

View File

@ -103,7 +103,7 @@ void UIShader_Prepare()
glstate.blend.enable();
glstate.blendFuncSeparate.set(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glstate.blendEquation.set(GL_FUNC_ADD);
glstate.blendEquationSeparate.set(GL_FUNC_ADD, GL_FUNC_ADD);
glstate.depthWrite.set(GL_TRUE);
glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);