preparing for blending... might need a wfobj change to support it
git-svn-id: svn://anubis/dwscr/trunk@103 5bef9df8-b654-44bb-925b-0ff18baa8f8c
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@ -119,7 +119,19 @@ LightBounce::LightBounce(SSMain * _SSMain) : SSMode(_SSMain)
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}
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glPushAttrib(GL_POLYGON_BIT); /* store CULL_FACE settings */
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// glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#if 0
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GLuint tex;
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glGenTextures(1, &tex);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tex);
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GLfloat pixels[] = {0, 0, 0, 0.5};
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_FLOAT, pixels);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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#endif
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glEnable(GL_COLOR_MATERIAL);
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glColor4f(1, 1, 1, 0.3);
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}
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LightBounce::~LightBounce()
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