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overlay_gl: unmask framebuffer color components in drawContext(). #2355

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merged 1 commit into from Jun 23, 2016

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commented Jun 19, 2016

World of Warcraft masks all colors via glColorMaskIndexedEXT(0, 0, 0, 0, 0)
before we draw our overlay.

This broke overlay rendering on OS X when shadow quality was set
to anything greater than low.

This commit ensures that we allow drawing of colors to the main
framebuffer -- so we can draw the overlay properly.

Fixes #1010
Fixes #1561

overlay_gl: unmask framebuffer color components in drawContext().
World of Warcraft masks all colors via glColorMaskIndexedEXT(0, 0, 0, 0, 0)
before we draw our overlay.

This broke overlay rendering on OS X when shadow quality was set
to anything greater than low.

This commit ensures that we allow drawing of colors to the main
framebuffer -- so we can draw the overlay properly.

Fixes #1010
Fixes #1561
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commented Jun 19, 2016

@hacst

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commented Jun 20, 2016

Took me a bit to figure out that glPushAttrib also persists GL_COLOR_WRITEMASK as part of GL_COLOR_BUFFER_BIT so it can be restored with the glPopAttrib. Assuming I got that right this LGTM.

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commented Jun 20, 2016

Good catch, and thanks for teaching me. :-)

My assumption when writing the code was actually just that it didn't matter to persist the original state, because masking writes for all colors would be a weird starting point.

@mkrautz mkrautz merged commit b16e5a1 into mumble-voip:master Jun 23, 2016

mkrautz added a commit that referenced this pull request Jun 23, 2016
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