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authorMitchell Stokes <mogurijin@gmail.com>2013-06-21 02:37:55 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-06-21 02:37:55 +0400
commitd3fc2bd95bd722f46e9ad3034e519e4bfcaa41e2 (patch)
tree5432edca74a800b2e4ca926d9679e95ca8cc35de /source/gameengine
parentb2e01fa6bb42aa8abe41edf9743fed3faccbef4b (diff)
BGE: Fix for [#33163] "Text Font Bug" reported and fixed by HG1.
The embedded player was calling glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) before rendering font objects, but someone forgot to add this to the Blenderplayer.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index d81140992ec..39579f5629f 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -363,6 +363,8 @@ void GPC_RenderTools::RenderText3D( int fontid,
double* mat,
float aspect)
{
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* needed for texture fonts otherwise they render as wireframe */
+
if (GLEW_ARB_multitexture) {
for (int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);