Loading common/gal/opengl/opengl_gal.cpp +3 −3 Original line number Original line Diff line number Diff line Loading @@ -215,6 +215,9 @@ void OPENGL_GAL::EndDrawing() compositor.SetBuffer( overlayBuffer ); compositor.SetBuffer( overlayBuffer ); overlayManager.EndDrawing(); overlayManager.EndDrawing(); // Be sure that the framebuffer is not colorized (happens on specific GPU&drivers combinations) glColor4d( 1.0, 1.0, 1.0, 1.0 ); // Draw the remaining contents, blit the rendering targets to the screen, swap the buffers // Draw the remaining contents, blit the rendering targets to the screen, swap the buffers compositor.DrawBuffer( mainBuffer ); compositor.DrawBuffer( mainBuffer ); compositor.DrawBuffer( overlayBuffer ); compositor.DrawBuffer( overlayBuffer ); Loading Loading @@ -980,9 +983,6 @@ void OPENGL_GAL::blitCursor() glVertex2d( cursorBegin.x, cursorCenter.y ); glVertex2d( cursorBegin.x, cursorCenter.y ); glVertex2d( cursorEnd.x, cursorCenter.y ); glVertex2d( cursorEnd.x, cursorCenter.y ); glEnd(); glEnd(); // Restore the default color, so textures will be drawn properly glColor4d( 1.0, 1.0, 1.0, 1.0 ); } } Loading Loading
common/gal/opengl/opengl_gal.cpp +3 −3 Original line number Original line Diff line number Diff line Loading @@ -215,6 +215,9 @@ void OPENGL_GAL::EndDrawing() compositor.SetBuffer( overlayBuffer ); compositor.SetBuffer( overlayBuffer ); overlayManager.EndDrawing(); overlayManager.EndDrawing(); // Be sure that the framebuffer is not colorized (happens on specific GPU&drivers combinations) glColor4d( 1.0, 1.0, 1.0, 1.0 ); // Draw the remaining contents, blit the rendering targets to the screen, swap the buffers // Draw the remaining contents, blit the rendering targets to the screen, swap the buffers compositor.DrawBuffer( mainBuffer ); compositor.DrawBuffer( mainBuffer ); compositor.DrawBuffer( overlayBuffer ); compositor.DrawBuffer( overlayBuffer ); Loading Loading @@ -980,9 +983,6 @@ void OPENGL_GAL::blitCursor() glVertex2d( cursorBegin.x, cursorCenter.y ); glVertex2d( cursorBegin.x, cursorCenter.y ); glVertex2d( cursorEnd.x, cursorCenter.y ); glVertex2d( cursorEnd.x, cursorCenter.y ); glEnd(); glEnd(); // Restore the default color, so textures will be drawn properly glColor4d( 1.0, 1.0, 1.0, 1.0 ); } } Loading