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We don't want to save the alpha modulation, we want to save the blend…
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test/testshader.c
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@@ -281,8 +281,7 @@ SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord) |
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int w, h; |
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SDL_Surface *image; |
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SDL_Rect area; |
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Uint32 saved_flags; |
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Uint8 saved_alpha; |
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SDL_BlendMode saved_mode; |
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/* Use the surface width and height expanded to powers of 2 */ |
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w = power_of_two(surface->w); |
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@@ -306,8 +305,8 @@ SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord) |
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} |
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/* Save the alpha blending attributes */ |
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SDL_GetSurfaceAlphaMod(surface, &saved_alpha); |
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SDL_SetSurfaceAlphaMod(surface, SDL_ALPHA_OPAQUE); |
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SDL_GetSurfaceBlendMode(surface, &saved_mode); |
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SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_NONE); |
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/* Copy the surface into the GL texture image */ |
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area.x = 0; |
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@@ -317,7 +316,7 @@ SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord) |
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SDL_BlitSurface(surface, &area, image, &area); |
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/* Restore the alpha blending attributes */ |
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SDL_SetSurfaceAlphaMod(surface, saved_alpha); |
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SDL_SetSurfaceBlendMode(surface, saved_mode); |
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/* Create an OpenGL texture for the image */ |
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glGenTextures(1, &texture); |
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