Enables GL_TEXTURE_2D always since we don't support FPP anymore.

Tested By: Langbart
Differential Revision: https://code.wildfiregames.com/D4327
This was SVN commit r25982.
This commit is contained in:
vladislavbelov
2021-10-30 14:34:20 +00:00
parent 5924575705
commit 4bae03c6c8
7 changed files with 5 additions and 29 deletions
-5
View File
@@ -421,7 +421,6 @@ void OverlayRenderer::RenderTexturedOverlayLines()
ogl_WarnIfError();
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(0);
@@ -518,7 +517,6 @@ void OverlayRenderer::RenderQuadOverlays()
#endif
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(0);
@@ -599,7 +597,6 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
pglActiveTextureARB(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
@@ -643,7 +640,6 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
if (g_Renderer.GetOverlayRenderMode() == WIREFRAME)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -721,7 +717,6 @@ void OverlayRenderer::RenderSphereOverlays()
if (m->spheres.empty())
return;
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(0);