Clear color should be solid and should be set by toplevel glnode

This commit is contained in:
Aaron Culliney 2016-02-15 14:03:52 -08:00
parent bac745845b
commit fccd2629d4
2 changed files with 4 additions and 2 deletions

View File

@ -191,6 +191,9 @@ static void glnode_shutdownNodes(bool emulatorShuttingDown) {
static void glnode_renderNodes(void) {
SCOPE_TRACE_VIDEO("glnode render");
glClear(GL_COLOR_BUFFER_BIT);
glnode_array_node_s *p = head;
while (p) {
p->node.render();

View File

@ -219,7 +219,7 @@ static void glvideo_init(void) {
// ----------------------------
// setup static OpenGL state
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set up to do blending of texture quads. Disabling DEPTH/CULL appears to fix blended quad/texture rendering on
// finicky Tegra 2. This generally appears to be the correct way to do it accoring to NVIDIA forums and:
@ -279,7 +279,6 @@ static void glvideo_render(void) {
return;
}
glClear(GL_COLOR_BUFFER_BIT);
glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
#if PERSPECTIVE