void OpenGLEngine::Initialize () { m_ClearDepth = 1.0f; m_ClearColor = glm::vec4 (0.0f, 0.0f, 0.0f, 1.0f); SetViewport (glm::vec4 (0.0f, 0.0f, 0.0f, 0.0f)); SetDepthRange (0.0f, 1.0f); m_DefaultBlendState = std::make_shared<BlendState> (); m_DefaultDepthStencilState = std::make_shared<DepthStencilState> (); m_DefaultRasterizerState = std::make_shared<RasterizerState> (); SetDefaultBlendState(); SetDefaultDepthStencilState(); SetDefaultRasterizerState(); }
void D3D11GraphicsDeviceStateManager::DisableBlending() { if( locked ) return; SetDefaultBlendState(); }