glUniform1i(shader->texture_uniform[i], i);
glUniformMatrix4fv(shader->trans_uniform, 1, GL_FALSE, trans);
+
+ glEnable(GL_SCISSOR_TEST);
+ glEnable(GL_BLEND);
rects = pixman_region32_rectangles(&repaint, &nrects);
+
for (i = 0; i < nrects; i++)
{
glScissor(rects[i].x1, gt->height - rects[i].y2,
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_BLEND);
+
done:
pixman_region32_fini(&repaint);
}
return;
glViewport(0, 0, geom->w, geom->h);
-
- glEnable(GL_SCISSOR_TEST);
- glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (gr->has_buffer_age)
int i, nrects;
pixman_box32_t *rects;
+ glEnable(GL_SCISSOR_TEST);
glClearColor(0.0, 0.0, 0.0, 1.0);
rects = pixman_region32_rectangles(&total_damage, &nrects);
rects[i].x2 - rects[i].x1, rects[i].y2 - rects[i].y1);
glClear(GL_COLOR_BUFFER_BIT);
}
+
+ glDisable(GL_SCISSOR_TEST);
}
pepper_list_for_each_list_reverse(l, list)