Light: Readd blending so that sunlight is not killed by pointlight.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15038 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -505,7 +505,9 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
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float height = (float)UserConfigParams::m_height;
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if (!PointLightShader::Program)
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PointLightShader::init();
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glDisable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(GL_ONE, GL_ONE);
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glDisable(GL_DEPTH_TEST);
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glUseProgram(PointLightShader::Program);
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@ -528,6 +530,7 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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}
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// ----------------------------------------------------------------------------
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