Some sprite fixes

This commit is contained in:
Tleety
2016-03-09 19:12:06 +01:00
parent d093284569
commit 90b2c70215
2 changed files with 9 additions and 3 deletions
+7 -3
View File
@@ -97,14 +97,14 @@ void BlurHUD::ClearBuffer()
glClearStencil(0x00);
glStencilMask(~0);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_horiz.Unbind();
m_GaussianFrameBuffer_vert.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClearStencil(0x00);
glStencilMask(~0);
glDisable(GL_SCISSOR_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GaussianFrameBuffer_vert.Unbind();
m_CombinedTextureBuffer.Bind();
@@ -211,12 +211,16 @@ void BlurHUD::FillStencil(RenderScene& scene)
RenderState state;
state.BindFramebuffer(m_GaussianFrameBuffer_horiz.GetHandle());
state.Disable(GL_DEPTH_TEST);
state.Enable(GL_DEPTH_TEST);
state.Enable(GL_CULL_FACE);
state.Enable(GL_STENCIL_TEST);
state.StencilFunc(GL_ALWAYS, 1, 0xFF);
state.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
state.StencilMask(0xFF);
state.AlphaFunc(GL_GEQUAL, 0.95f);
state.Enable(GL_ALPHA_TEST);
glViewport(0, 0, m_Renderer->GetViewportSize().Width/m_BlurQuality, m_Renderer->GetViewportSize().Height/m_BlurQuality);
m_FillDepthStencilProgram->Bind();
+2
View File
@@ -302,6 +302,8 @@ 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);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");