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
This commit is contained in:
vincentlj 2014-01-13 13:15:51 +00:00
parent 1edba6d394
commit 4f209d38c6

View File

@ -505,7 +505,9 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
float height = (float)UserConfigParams::m_height;
if (!PointLightShader::Program)
PointLightShader::init();
glDisable(GL_BLEND);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_DEPTH_TEST);
glUseProgram(PointLightShader::Program);
@ -528,6 +530,7 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
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