void D3D11GraphicsDeviceStateManager::SetSpriteRendering( const BlendType::GRAPHICS_DEVICE_STATE_MANAGER_BLEND_TYPE blend_type ) { if( locked ) return; SetRasterizerState( sprite_rasterizer_state ); SetDepthStencilState( sprite_depth_stencil_state ); SetBlendType( blend_type ); }
void OpenGLGraphicsDeviceStateManager::SetSpriteRendering( const BlendType::GRAPHICS_DEVICE_STATE_MANAGER_BLEND_TYPE blend_type ) { if( locked ) return; glDisable( GL_CULL_FACE ); glDisable( GL_DEPTH_TEST ); SetBlendType( blend_type ); }
void keyboard(unsigned char key, int x, int y) { switch (key) { case(27): shut_down(1); break; case('s'): Toggle(SCISSOR_TEST); break; case('S'): Toggle(SCISSOR_TEST); break; case ('+'): break; case ('b'): SetBlendType(ADD); break; case ('B'): SetBlendType(ADD); break; } }