mirror of https://github.com/mgba-emu/mgba.git
OpenGL: Reset clear color as needed
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25f0bc7f2b
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@ -88,8 +88,6 @@ static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
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glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
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struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
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uniforms[0].name = "gamma";
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uniforms[0].name = "gamma";
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uniforms[0].readableName = "Gamma";
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uniforms[0].readableName = "Gamma";
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@ -236,6 +234,7 @@ void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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} else {
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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@ -459,6 +458,7 @@ void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shad
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size_t i;
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size_t i;
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for (i = 0; i < nShaders; ++i) {
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for (i = 0; i < nShaders; ++i) {
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glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
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glClearColor(0.f, 0.f, 0.f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindVertexArray(context->shaders[i].vao);
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glBindVertexArray(context->shaders[i].vao);
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