You don't need shaders for blending 2d images.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1397 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-09-29 23:31:08 +00:00
parent bcc1f2c081
commit 4a15a60ab1

View file

@ -65,10 +65,10 @@ extern cvar_t gl_savecompressedtex;
extern cvar_t gl_load24bit; extern cvar_t gl_load24bit;
#ifdef Q3SHADERS #ifdef Q3SHADERS
extern cvar_t gl_blend2d;
shader_t *shader_console; shader_t *shader_console;
#endif #endif
extern cvar_t con_ocranaleds; extern cvar_t con_ocranaleds;
extern cvar_t gl_blend2d;
qbyte *draw_chars; // 8*8 graphic characters qbyte *draw_chars; // 8*8 graphic characters
mpic_t *draw_disc; mpic_t *draw_disc;
@ -2103,14 +2103,13 @@ void GL_Set2D (void)
qglDisable (GL_DEPTH_TEST); qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE); qglDisable (GL_CULL_FACE);
#ifdef Q3SHADERS
if (gl_blend2d.value) if (gl_blend2d.value)
{ {
qglEnable (GL_BLEND); qglEnable (GL_BLEND);
qglDisable (GL_ALPHA_TEST); qglDisable (GL_ALPHA_TEST);
} }
else else
#endif
{ {
qglDisable (GL_BLEND); qglDisable (GL_BLEND);
qglEnable (GL_ALPHA_TEST); qglEnable (GL_ALPHA_TEST);