Disable blending before blitting to framebuffer from WebXR

This commit is contained in:
David Snopek 2023-04-14 17:39:44 -05:00
parent 995c24415a
commit 77deae0483

View file

@ -171,6 +171,11 @@ const GodotWebXR = {
gl.bindTexture(gl.TEXTURE_2D, texture); gl.bindTexture(gl.TEXTURE_2D, texture);
gl.uniform1i(GodotWebXR.programInfo.uniformLocations.uSampler, 0); gl.uniform1i(GodotWebXR.programInfo.uniformLocations.uSampler, 0);
const blend_enabled = gl.getParameter(gl.BLEND);
if (blend_enabled) {
gl.disable(gl.BLEND);
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
// Restore state. // Restore state.
@ -178,6 +183,9 @@ const GodotWebXR = {
gl.disableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition); gl.disableVertexAttribArray(GodotWebXR.programInfo.attribLocations.vertexPosition);
gl.bindBuffer(gl.ARRAY_BUFFER, null); gl.bindBuffer(gl.ARRAY_BUFFER, null);
gl.useProgram(orig_program); gl.useProgram(orig_program);
if (blend_enabled) {
gl.enable(gl.BLEND);
}
}, },
// Holds the controllers list between function calls. // Holds the controllers list between function calls.