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authorMikkel Krautz <mikkel@krautz.dk>2016-06-19 21:33:26 +0300
committerMikkel Krautz <mikkel@krautz.dk>2016-06-19 21:35:51 +0300
commitb16e5a121e9d2deafeeefa7861cd479c979905f6 (patch)
tree1463298fc55c0f45e5ee8e8512a07ce91117d917 /overlay_gl
parentf4ca0cf25f12195009c70f31915698d658e60b88 (diff)
overlay_gl: unmask framebuffer color components in drawContext().
World of Warcraft masks all colors via glColorMaskIndexedEXT(0, 0, 0, 0, 0) before we draw our overlay. This broke overlay rendering on OS X when shadow quality was set to anything greater than low. This commit ensures that we allow drawing of colors to the main framebuffer -- so we can draw the overlay properly. Fixes mumble-voip/mumble#1010 Fixes mumble-voip/mumble#1561
Diffstat (limited to 'overlay_gl')
-rw-r--r--overlay_gl/overlay.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/overlay_gl/overlay.c b/overlay_gl/overlay.c
index d203ccf9f..12d9d1f35 100644
--- a/overlay_gl/overlay.c
+++ b/overlay_gl/overlay.c
@@ -523,6 +523,8 @@ static void drawContext(Context * ctx, int width, int height) {
glPushMatrix();
glLoadIdentity();
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
glDisable(GL_ALPHA_TEST);
glDisable(GL_AUTO_NORMAL);
// Skip clip planes, there are thousands of them.