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Fixed transparent texture making framebuffers also transparent in D3D11.
This happened with the Mirror Shield in the inventory screen preview. Also configured the blend function in OpenGL so it matches in both APIs.
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parent
3ab0c45bdb
commit
8008cd4c80
2 changed files with 2 additions and 2 deletions
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@ -532,7 +532,7 @@ static struct ShaderProgram *gfx_d3d11_create_and_load_new_shader(uint64_t shade
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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blend_desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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} else {
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} else {
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@ -582,7 +582,7 @@ static void gfx_opengl_init(void) {
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SohUtils::saveEnvironmentVar("framebuffer", std::to_string(textureColorbuffer));
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SohUtils::saveEnvironmentVar("framebuffer", std::to_string(textureColorbuffer));
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
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}
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}
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static void gfx_opengl_on_resize(void) {
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static void gfx_opengl_on_resize(void) {
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