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Use BlendFactor only when MaterialType != EMT_ONETEXTURE_BLEND
The way this was implemented BlendFactor and MaterialTypeParam could conflict otherwise as they both send the blend functions. We could probably rewrite all places which use EMT_ONETEXTURE_BLEND+MaterialTypeParam to additionally check for BlendFactor, but it would still set the blend-functions twice. I'm not sure if BlendFactor works with 2D materials currently? (but we can't set those to shaders yet anyway except in the gles branch...). I've also started documenting a few things about how I suppose it's working, I hope I got it all right. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6034 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -2219,7 +2219,9 @@ void CD3D9Driver::setBasicRenderStates(const SMaterial& material, const SMateria
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}
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// Blend Factor
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if (IR(material.BlendFactor) & 0xFFFFFFFF)
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if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
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&& material.MaterialType != EMT_ONETEXTURE_BLEND
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)
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{
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E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
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E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
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