Sprites can now be rendered with the texture ratio in mind

This commit is contained in:
Tleety
2016-03-09 23:31:54 +01:00
parent 087facc22e
commit 592edf7dba
5 changed files with 21 additions and 6 deletions
+2 -2
View File
@@ -311,8 +311,8 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST);
stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
stateSprite->Enable(GL_ALPHA_TEST);
//stateSprite->AlphaFunc(GL_GEQUAL, 0.05f);
//stateSprite->Enable(GL_ALPHA_TEST);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");