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
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1 changed files with 2 additions and 3 deletions
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@ -65,10 +65,10 @@ extern cvar_t gl_savecompressedtex;
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extern cvar_t gl_load24bit;
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extern cvar_t gl_load24bit;
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#ifdef Q3SHADERS
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#ifdef Q3SHADERS
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extern cvar_t gl_blend2d;
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shader_t *shader_console;
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shader_t *shader_console;
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#endif
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#endif
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extern cvar_t con_ocranaleds;
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extern cvar_t con_ocranaleds;
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extern cvar_t gl_blend2d;
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qbyte *draw_chars; // 8*8 graphic characters
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qbyte *draw_chars; // 8*8 graphic characters
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mpic_t *draw_disc;
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mpic_t *draw_disc;
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@ -2103,14 +2103,13 @@ void GL_Set2D (void)
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qglDisable (GL_DEPTH_TEST);
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qglDisable (GL_DEPTH_TEST);
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qglDisable (GL_CULL_FACE);
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qglDisable (GL_CULL_FACE);
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#ifdef Q3SHADERS
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if (gl_blend2d.value)
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if (gl_blend2d.value)
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{
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{
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qglEnable (GL_BLEND);
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qglEnable (GL_BLEND);
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qglDisable (GL_ALPHA_TEST);
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qglDisable (GL_ALPHA_TEST);
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}
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}
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else
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else
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#endif
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{
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{
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qglDisable (GL_BLEND);
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qglDisable (GL_BLEND);
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qglEnable (GL_ALPHA_TEST);
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qglEnable (GL_ALPHA_TEST);
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