font objects in blenderplayer fail when object with alpha is rendered

the embed bge has its own DisableForText() routine which prepares the GL flags for the text render.

For some reason blenderplayer is taking a slim approach and going straight for the rendering. This routine helps to address this bug/case (non reported, foundin my own project files). If need arises we should move this to its own routine incorporating the other GL tests the embed bge performs.
This commit is contained in:
Dalai Felinto 2012-02-14 18:23:58 +00:00
parent 001299a0f6
commit 91058355cc

@ -291,6 +291,29 @@ void GPC_RenderTools::RenderText3D( int fontid,
double* mat,
float aspect)
{
if(GLEW_ARB_multitexture) {
for(int i=0; i<MAXTEX; i++) {
glActiveTextureARB(GL_TEXTURE0_ARB+i);
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
else {
if(GLEW_ARB_texture_cube_map)
if(glIsEnabled(GL_TEXTURE_CUBE_MAP_ARB))
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
if(glIsEnabled(GL_TEXTURE_2D))
glDisable(GL_TEXTURE_2D);
}
/* the actual drawing */
glColor4fv(color);