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author | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-27 23:01:40 +0000 |
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committer | b1indy <b1indy@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-27 23:01:40 +0000 |
commit | 4ae028b8f6e105f2628303a4f8bacbb6f7bcb93a (patch) | |
tree | 38a6ba412ecf8adadeac7a890ac28060c9ffa054 /Game/Code/Classes | |
parent | bf3cb9322bc1f582061b489ddf7a65c681fafed5 (diff) | |
download | usdx-4ae028b8f6e105f2628303a4f8bacbb6f7bcb93a.tar.gz usdx-4ae028b8f6e105f2628303a4f8bacbb6f7bcb93a.tar.xz usdx-4ae028b8f6e105f2628303a4f8bacbb6f7bcb93a.zip |
TextGL.pas: changed text blendmode... most texts should be readable
UDisplay.pas: disabled Screenshot code, something's broken (it's called without me even getting close to the print button), maybe we can fix this and rewrite everything to use SDL_Image (any thoughts on this?)
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@442 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r-- | Game/Code/Classes/TextGL.pas | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas index 5ce3ebf7..c73908f8 100644 --- a/Game/Code/Classes/TextGL.pas +++ b/Game/Code/Classes/TextGL.pas @@ -245,7 +245,7 @@ begin glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
glBindTexture(GL_TEXTURE_2D, TexNum);
glBegin(GL_QUADS);
@@ -304,7 +304,7 @@ begin glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
glBindTexture(GL_TEXTURE_2D, TexNum);
glBegin(GL_QUADS);
glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT);
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