Bug in winGL.cc
by Alex Scarborough · in Torque Game Engine · 03/21/2006 (11:05 pm) · 0 replies
This just about drove me to insanity. If you've ever tried to use glBlendEquationEXT under Windows, you've probably noticed that it doesn't work. Here's why.
winGL.cc, around line 439.
This code inits glBlendColorEXT again if we support GL_EXT_blend_minmax. Bad code. Here's the fix.
This inits glBlendEquationEXT if GL_EXT_blend_minmax is supported. Good code.
winGL.cc, around line 439.
// EXT_blend_minmax
if(pExtString && dStrstr(pExtString, (const char*)"GL_EXT_blend_minmax") != NULL)
{
extBitMask |= EXT_blend_color;
gGLState.suppEXTblendminmax = true;
} else {
gGLState.suppEXTblendminmax = false;
}This code inits glBlendColorEXT again if we support GL_EXT_blend_minmax. Bad code. Here's the fix.
// EXT_blend_minmax
if(pExtString && dStrstr(pExtString, (const char*)"GL_EXT_blend_minmax") != NULL)
{
extBitMask |= EXT_blend_minmax; // Load the functions associated with EXT_blend_minmax
gGLState.suppEXTblendminmax = true;
} else {
gGLState.suppEXTblendminmax = false;
}This inits glBlendEquationEXT if GL_EXT_blend_minmax is supported. Good code.
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