Fixing broken cursor rendering from team-teaching merge

This commit is contained in:
Brad Davis 2015-06-09 11:47:19 -07:00
parent c360dde71a
commit 78ab6a03af

View file

@ -267,9 +267,8 @@ void ApplicationOverlay::displayOverlayTexture() {
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
if (_alpha < 1.0) {
glEnable(GL_BLEND);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, qApp->getDeviceSize().width(), qApp->getDeviceSize().height());
static const glm::vec2 topLeft(-1, 1);
@ -300,12 +299,14 @@ void ApplicationOverlay::displayOverlayTexture() {
mousePosition.y *= -1.0f;
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
glm::vec4 reticleColor = { RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], 1.0f };
DependencyManager::get<GeometryCache>()->renderQuad(
mouseTopLeft + mousePosition, mouseBottomRight + mousePosition,
texCoordTopLeft, texCoordBottomRight,
reticleColor);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glDisable(GL_TEXTURE_2D);
} glPopMatrix();
}
@ -455,6 +456,9 @@ void ApplicationOverlay::displayOverlayTextureStereo(Camera& whichCamera, float
}
//draw the mouse pointer
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
glm::vec2 canvasSize = qApp->getCanvasSize();
const float reticleSize = 40.0f / canvasSize.x * quadWidth;
@ -584,7 +588,9 @@ void ApplicationOverlay::renderPointers() {
_crosshairTexture = TextureCache::getImageTexture(PathUtils::resourcesPath() + "images/sixense-reticle.png");
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
@ -746,8 +752,14 @@ void ApplicationOverlay::renderControllerPointers() {
}
void ApplicationOverlay::renderPointersOculus() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(_crosshairTexture));
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
//Controller Pointers
@ -772,6 +784,8 @@ void ApplicationOverlay::renderPointersOculus() {
}
glEnable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
//Renders a small magnification of the currently bound texture at the coordinates