[Scummvm-git-logs] scummvm master -> a13063f47ae471d1793b3a36c4d8d956aade9cca

aquadran noreply at scummvm.org
Sat May 24 17:20:36 UTC 2025


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .

Summary:
a13063f47a WINTERMUTE: Corrected initial blend state for 2D games in 3D renderer


Commit: a13063f47ae471d1793b3a36c4d8d956aade9cca
    https://github.com/scummvm/scummvm/commit/a13063f47ae471d1793b3a36c4d8d956aade9cca
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2025-05-24T19:20:31+02:00

Commit Message:
WINTERMUTE: Corrected initial blend state for 2D games in 3D renderer

Changed paths:
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp


diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index 039df29abbe..82d36156ee8 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -105,6 +105,7 @@ bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
 
+	setSpriteBlendMode(Graphics::BLEND_NORMAL, true);
 
 	_windowed = !ConfMan.getBool("fullscreen");
 	_width = width;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index bb7b0766efe..0064a029b43 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -189,6 +189,7 @@ bool BaseRenderOpenGL3DShader::initRenderer(int width, int height, bool windowed
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
 
+	setSpriteBlendMode(Graphics::BLEND_NORMAL, true);
 
 	_windowed = !ConfMan.getBool("fullscreen");
 	_width = width;




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