Engine/lib/sdl/src/render/opengl/SDL_render_gl.c
/* This is called if we need to invalidate all of the SDL OpenGL state */
This is called if we need to invalidate all of the SDL OpenGL state
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_GL_GetCurrentContext() == 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);
    data->glMatrixMode(GL_MODELVIEW);
    data->glLoadIdentity();
    GL_CheckError("", renderer);
}
static void GL_ResetState ( SDL_Renderer * renderer ) { GL_RenderData * data = ( GL_RenderData * ) renderer -> driverdata ; if ( SDL_GL_GetCurrentContext ( ) == 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 ) ; data -> glMatrixMode ( GL_MODELVIEW ) ; data -> glLoadIdentity ( ) ; GL_CheckError ( " " , renderer ) ; }
This is called if we need to invalidate all of the SDL OpenGL state
This is called if we need to invalidate all of the SDL OpenGL state
/* This ended up causing video discrepancies between OpenGL and Direct3D */ /* data->glEnable(GL_LINE_SMOOTH); */