90 |
90 |
}
|
91 |
91 |
|
92 |
92 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
93 |
|
// reset state of everything to 'unknown'
|
|
93 |
// reset state of everything to a known state.
|
94 |
94 |
|
95 |
95 |
static void reset()
|
96 |
96 |
{
|
... | ... | |
115 |
115 |
cState.stencilOpSfail = -1;
|
116 |
116 |
cState.stencilOpDpfail = -1;
|
117 |
117 |
cState.stencilOpDppass = -1;
|
|
118 |
/*
|
|
119 |
cState.colorMaskR = 1;
|
|
120 |
cState.colorMaskG = 1;
|
|
121 |
cState.colorMaskB = 1;
|
|
122 |
cState.colorMaskA = 1;
|
|
123 |
GLES30.glColorMask(true,true,true,true);
|
|
124 |
|
|
125 |
cState.depthTest = 1;
|
|
126 |
cState.depthMask = 1;
|
|
127 |
cState.depthFunc = GLES30.GL_LEQUAL;
|
|
128 |
GLES30.glEnable(GLES30.GL_DEPTH_TEST);
|
|
129 |
GLES30.glDepthMask(true);
|
|
130 |
GLES30.glDepthFunc(cState.depthFunc);
|
|
131 |
|
|
132 |
cState.stencilTest = 0;
|
|
133 |
cState.stencilMask = STENCIL_MASK;
|
|
134 |
cState.stencilFuncFunc = GLES30.GL_NEVER;
|
|
135 |
cState.stencilFuncRef = 0;
|
|
136 |
cState.stencilFuncMask = STENCIL_MASK;
|
|
137 |
cState.stencilOpSfail = GLES30.GL_KEEP;
|
|
138 |
cState.stencilOpDpfail = GLES30.GL_KEEP;
|
|
139 |
cState.stencilOpDppass = GLES30.GL_KEEP;
|
|
140 |
GLES30.glDisable(GLES30.GL_STENCIL_TEST);
|
|
141 |
GLES30.glStencilMask(cState.stencilMask);
|
|
142 |
|
|
143 |
cState.blend = 1;
|
|
144 |
cState.blendSrc = GLES30.GL_SRC_ALPHA;
|
|
145 |
cState.blendDst = GLES30.GL_ONE_MINUS_SRC_ALPHA;
|
|
146 |
GLES30.glEnable(GLES30.GL_BLEND);
|
|
147 |
GLES30.glBlendFunc(cState.blendSrc,cState.blendDst);
|
|
148 |
*/
|
118 |
149 |
}
|
119 |
150 |
|
120 |
151 |
///////////////////////////////////////////////////////////////////////////////////////////////////
|
Empty change (add commented out code)