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@@ -206,10 +206,24 @@ reset() {
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_shade_model_mode = GL_SMOOTH;
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glFrontFace(GL_CCW);
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+ _scissor_x = 0;
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+ _scissor_y = 0;
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+ _scissor_width = -1;
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+ _scissor_height = -1;
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+ _viewport_x = 0;
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+ _viewport_y = 0;
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+ _viewport_width = -1;
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+ _viewport_height = -1;
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+ _lmodel_local = 0;
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+ _lmodel_twoside = 0;
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_line_width = 1.0f;
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_point_size = 1.0f;
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+ _blend_source_func = GL_ONE;
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+ _blend_dest_func = GL_ZERO;
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_depth_mask = false;
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_fog_mode = GL_EXP;
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+ _fog_density = 1.0f;
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+ _fog_color.set(0.0f, 0.0f, 0.0f, 0.0f);
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_alpha_func = GL_ALWAYS;
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_alpha_func_ref = 0;
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_polygon_mode = GL_FILL;
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@@ -223,8 +237,8 @@ reset() {
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_line_smooth_enabled = false;
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_point_smooth_enabled = false;
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_scissor_enabled = false;
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- _normals_enabled = false;
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_texturing_enabled = false;
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+ _stencil_test_enabled = false;
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_multisample_alpha_one_enabled = false;
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_multisample_alpha_mask_enabled = false;
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_blend_enabled = false;
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@@ -234,14 +248,9 @@ reset() {
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_polygon_offset_enabled = false;
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_decal_level = 0;
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- // Dither is on by default in GL, let's turn it off
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- _dither_enabled = true;
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- enable_dither(false);
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-
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- // Stencil test is off by default
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- _stencil_test_enabled = false;
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- _stencil_func = GL_NOTEQUAL;
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- _stencil_op = GL_REPLACE;
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+ // Dither is on by default in GL; let's turn it off
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+ glDisable(GL_DITHER);
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+ _dithering_enabled = false;
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// Antialiasing.
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enable_line_smooth(false);
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@@ -289,8 +298,6 @@ reset() {
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// use per-vertex fog if per-pixel fog requires SW renderer
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glHint(GL_FOG_HINT,GL_DONT_CARE);
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- _dithering_enabled = false;
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-
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GLint iRedBits;
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glGetIntegerv(GL_RED_BITS,&iRedBits);
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if(iRedBits<24) {
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