glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gc->shader.cur_tex);
}
- if (gc->shader.blend != gc->shader.current.blend)
- {
- if (gc->shader.blend)
- glEnable(GL_BLEND);
- else
- glDisable(GL_BLEND);
- }
if (gc->shader.render_op != gc->shader.current.render_op)
{
switch (gc->shader.render_op)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
case EVAS_RENDER_COPY: /**< d = s */
- glDisable(GL_BLEND);
+ gc->shader.blend = 0;
glBlendFunc(GL_ONE, GL_ONE);
break;
// FIXME: fix blend funcs below!
break;
}
}
+ if (gc->shader.blend != gc->shader.current.blend)
+ {
+ if (gc->shader.blend)
+ glEnable(GL_BLEND);
+ else
+ glDisable(GL_BLEND);
+ }
if (gc->shader.smooth != gc->shader.current.smooth)
{
if (gc->shader.smooth)