only enable blend when needed
authorDerek Foreman <manmower@gmail.com>
Mon, 9 Jun 2003 02:09:36 +0000 (02:09 +0000)
committerDerek Foreman <manmower@gmail.com>
Mon, 9 Jun 2003 02:09:36 +0000 (02:09 +0000)
render2/instance.c
render2/texture.c

index c21882c6f2673608e99a73dd8bd32e92cddb9a10..5f81b43d3ef95e218a4d69b517a6648b203ba7e8 100644 (file)
@@ -110,7 +110,6 @@ struct RrInstance *RrInstanceNew(Display *display, int screen)
 
         assert(inst->glx_context);
         glEnable(GL_CULL_FACE);
-        glEnable(GL_BLEND);
         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
         glMatrixMode(GL_PROJECTION);
index 36486d7952f0befb3e65b5f28d5df9ea2b969d4c..0a19f07fc5c23e809e666cfd50ccf4afaa9b62c7 100644 (file)
@@ -115,11 +115,14 @@ void RrTexturePaint(struct RrSurface *sur, struct RrTexture *tex,
     case RR_TEXTURE_NONE:
         break;
     case RR_TEXTURE_TEXT:
+glEnable(GL_BLEND);
         RrFontRenderString(sur, tex->data.text.font, &tex->data.text.color,
                            tex->data.text.layout, tex->data.text.string,
                            x, y, w, h);
+glDisable(GL_BLEND);
         break;
     case RR_TEXTURE_RGBA:
+glDisable(GL_BLEND);
         glColor3f(1.0, 1.0, 1.0);
         glBindTexture(GL_TEXTURE_2D, tex->data.rgba.texid);
         glBegin(GL_TRIANGLES);