Commit 2bc50a25 authored by hybrid's avatar hybrid

Add transparency support for the 2d vertex list render method.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2763 dfc29bdd-3216-0410-991c-e03cc46cb475
parent b920e1bf
...@@ -1435,7 +1435,17 @@ void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCo ...@@ -1435,7 +1435,17 @@ void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCo
// draw everything // draw everything
this->setActiveTexture(0, Material.getTexture(0)); this->setActiveTexture(0, Material.getTexture(0));
setRenderStates2DMode(false, (Material.getTexture(0) != 0), false); if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
{
E_BLEND_FACTOR srcFact;
E_BLEND_FACTOR dstFact;
E_MODULATE_FUNC modulo;
u32 alphaSource;
unpack_texureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), alphaSource&video::EAS_TEXTURE);
}
else
setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
if (MultiTextureExtension) if (MultiTextureExtension)
extGlClientActiveTexture(GL_TEXTURE0_ARB); extGlClientActiveTexture(GL_TEXTURE0_ARB);
......
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