Пример #1
0
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;

    if (SDL_CurrentContext != data->context) {
        if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
            return -1;
        }
        SDL_CurrentContext = data->context;

        GL_UpdateViewport(renderer);
    }
    return 0;
}
Пример #2
0
/* This is called if we need to invalidate all of the SDL OpenGL state */
static void
GL_ResetState(SDL_Renderer *renderer)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;

    if (SDL_CurrentContext == data->context) {
        GL_UpdateViewport(renderer);
    } else {
        GL_ActivateRenderer(renderer);
    }

    data->current.shader = SHADER_NONE;
    data->current.color = 0;
    data->current.blendMode = -1;

    data->glDisable(GL_DEPTH_TEST);
    data->glDisable(GL_CULL_FACE);
    /* This ended up causing video discrepancies between OpenGL and Direct3D */
    /*data->glEnable(GL_LINE_SMOOTH);*/

    data->glMatrixMode(GL_MODELVIEW);
    data->glLoadIdentity();
}