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Ignore alpha when rendering debug texture

James Urquhart 9 years ago
parent
commit
3dc2100765
2 changed files with 3 additions and 3 deletions
  1. 1 1
      Engine/source/gui/3d/guiTSControl.cpp
  2. 2 2
      Engine/source/scene/sceneManager.cpp

+ 1 - 1
Engine/source/gui/3d/guiTSControl.cpp

@@ -719,7 +719,7 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
 			GFXStateBlockDesc bitmapStretchSR;
 			GFXStateBlockDesc bitmapStretchSR;
 			bitmapStretchSR.setCullMode(GFXCullNone);
 			bitmapStretchSR.setCullMode(GFXCullNone);
 			bitmapStretchSR.setZReadWrite(false, false);
 			bitmapStretchSR.setZReadWrite(false, false);
-			bitmapStretchSR.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
+			bitmapStretchSR.setBlend(false, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
 			bitmapStretchSR.samplersDefined = true;
 			bitmapStretchSR.samplersDefined = true;
 
 
 			bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();
 			bitmapStretchSR.samplers[0] = GFXSamplerStateDesc::getClampLinear();

+ 2 - 2
Engine/source/scene/sceneManager.cpp

@@ -259,7 +259,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
       renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
       renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
       renderStateLeft.setSceneRenderField(0);
       renderStateLeft.setSceneRenderField(0);
 
 
-      renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone );
+      renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone ); // left
 
 
       // Indicate that we've just finished a field
       // Indicate that we've just finished a field
       //GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(255,0,0), 1.0f, 0);
       //GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(255,0,0), 1.0f, 0);
@@ -279,7 +279,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
       renderStateRight.setSceneRenderStyle(SRS_SideBySide);
       renderStateRight.setSceneRenderStyle(SRS_SideBySide);
       renderStateRight.setSceneRenderField(1);
       renderStateRight.setSceneRenderField(1);
 
 
-      renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone );
+      renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone ); // right
 
 
       // Indicate that we've just finished a field
       // Indicate that we've just finished a field
       //GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(0,255,0), 1.0f, 0);
       //GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(0,255,0), 1.0f, 0);