diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-11-28 03:09:13 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-11-28 17:35:34 +0300 |
commit | 8e1c63b3962e8e51fca23c19915c8dba675391e8 (patch) | |
tree | 7d6ed5690ce26e7aa5659abf372edb687df8f6c2 /source/blender/gpu/intern | |
parent | e1b8a5dc6fc8a3f7a5100a9c66b95d07c39b1cb3 (diff) |
OpenGL: assume GL_TEXTURE_ENV_MODE GL_MODULATE is the default state.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 193230d15bf..31b9c07cdec 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -805,8 +805,6 @@ void GPU_create_gl_tex(unsigned int *bind, unsigned int *rect, float *frect, int if (GLEW_EXT_texture_filter_anisotropic) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic()); - /* set to modulate with vertex color */ - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (ibuf) IMB_freeImBuf(ibuf); @@ -848,8 +846,6 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gpu_get_mipmap_filter(0)); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1)); - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - if (GLEW_EXT_texture_filter_anisotropic) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GPU_get_anisotropic()); @@ -2044,11 +2040,15 @@ static void gpu_multisample(bool enable) #endif } -/* Default OpenGL State */ +/* Default OpenGL State + * + * This is called on startup, for opengl offscreen render and to restore state + * for the game engine. Generally we should always return to this state when + * temporarily modifying the state for drawing, though that are (undocumented) + * exceptions that we should try to get rid of. */ void GPU_state_init(void) { - /* also called when doing opengl rendering and in the game engine */ float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 }; float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 }; int a, x, y; |