- fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist.

This commit is contained in:
Christoph Oelckers 2016-08-13 22:15:00 +02:00
parent 34c62c4d33
commit 353a464f5b

View file

@ -399,6 +399,7 @@ void F2DDrawer::Flush()
// DrawTypePoly may not use the color part of the vertex buffer because it needs to use gl_SetColor to produce proper output. // DrawTypePoly may not use the color part of the vertex buffer because it needs to use gl_SetColor to produce proper output.
if (lasttype == DrawTypePoly && dg->mType != DrawTypePoly) if (lasttype == DrawTypePoly && dg->mType != DrawTypePoly)
{ {
gl_RenderState.ResetColor(); // this is needed to reset the desaturation.
EnableColorArray(true); EnableColorArray(true);
} }
else if (lasttype != DrawTypePoly && dg->mType == DrawTypePoly) else if (lasttype != DrawTypePoly && dg->mType == DrawTypePoly)