Fix of mysterious "black text" bug.

This commit is contained in:
Shamus Young 2009-05-09 01:38:47 +00:00
parent 2436ad8d61
commit 1e8027f1cd
1 changed files with 6 additions and 5 deletions

View File

@ -220,7 +220,6 @@ static void do_effects (int type)
if (!TextureReady ()) if (!TextureReady ())
return; return;
//Now change projection modes so we can render full-screen effects //Now change projection modes so we can render full-screen effects
glDisable(GL_DEPTH_TEST);
glMatrixMode (GL_PROJECTION); glMatrixMode (GL_PROJECTION);
glPushMatrix (); glPushMatrix ();
glLoadIdentity (); glLoadIdentity ();
@ -235,6 +234,8 @@ static void do_effects (int type)
//Render full-screen effects //Render full-screen effects
glBlendFunc (GL_ONE, GL_ONE); glBlendFunc (GL_ONE, GL_ONE);
glEnable (GL_TEXTURE_2D); glEnable (GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDepthMask (false);
glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_BLOOM)); glBindTexture(GL_TEXTURE_2D, TextureId (TEXTURE_BLOOM));
switch (type) { switch (type) {
case EFFECT_DEBUG: case EFFECT_DEBUG:
@ -410,19 +411,20 @@ void RenderPrint (int line, const char *fmt, ...)
va_start (ap, fmt); va_start (ap, fmt);
vsprintf (text, fmt, ap); vsprintf (text, fmt, ap);
va_end (ap); va_end (ap);
glDepthMask (false);
glMatrixMode (GL_PROJECTION); glMatrixMode (GL_PROJECTION);
glPushMatrix (); glPushMatrix ();
glLoadIdentity (); glLoadIdentity ();
glOrtho (0, render_width, render_height, 0, 0.1f, 2048); glOrtho (0, render_width, render_height, 0, 0.1f, 2048);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glDepthMask (false);
glMatrixMode (GL_MODELVIEW); glMatrixMode (GL_MODELVIEW);
glPushMatrix (); glPushMatrix ();
glLoadIdentity(); glLoadIdentity();
glTranslatef(0, 0, -1.0f); glTranslatef(0, 0, -1.0f);
glEnable (GL_BLEND); glDisable (GL_BLEND);
glDisable (GL_FOG);
glDisable (GL_TEXTURE_2D);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable (GL_DEPTH_TEST);
RenderPrint (0, line * FONT_SIZE - 2, 0, glRgba (0.0f), text); RenderPrint (0, line * FONT_SIZE - 2, 0, glRgba (0.0f), text);
RenderPrint (4, line * FONT_SIZE + 2, 0, glRgba (0.0f), text); RenderPrint (4, line * FONT_SIZE + 2, 0, glRgba (0.0f), text);
RenderPrint (2, line * FONT_SIZE, 0, glRgba (1.0f), text); RenderPrint (2, line * FONT_SIZE, 0, glRgba (1.0f), text);
@ -810,7 +812,6 @@ void RenderUpdate (void)
glDisable (GL_BLEND); glDisable (GL_BLEND);
} }
EntityRender (); EntityRender ();
if (!LOADING_SCREEN) { if (!LOADING_SCREEN) {
elapsed = 3000 - WorldSceneElapsed (); elapsed = 3000 - WorldSceneElapsed ();
if (elapsed >= 0 && elapsed <= 3000) { if (elapsed >= 0 && elapsed <= 3000) {