diff --git a/modules/gfx/src/prim_list.cc b/modules/gfx/src/prim_list.cc index a9debc0edd67dfa55d9a4057fb9ad0b77bdf4d2f..b531ba2796a597b8e8eb9d171c6a49d9d87a1e42 100644 --- a/modules/gfx/src/prim_list.cc +++ b/modules/gfx/src/prim_list.cc @@ -155,7 +155,7 @@ void PrimList::CustomPreRenderGL(bool flag) void PrimList::CustomRenderGL(RenderPass pass) { - if(pass==STANDARD_RENDER_PASS || pass==TRANSPARENT_RENDER_PASS) { + if(pass==STANDARD_RENDER_PASS) { va_.RenderGL(); simple_va_.RenderGL(); render_text(); diff --git a/modules/gfx/src/scene.cc b/modules/gfx/src/scene.cc index 387f05457e9eb2d35226d3c9dea226e2a1b14673..2dfc853e2197f034ccc27967410fae48843372fb 100644 --- a/modules/gfx/src/scene.cc +++ b/modules/gfx/src/scene.cc @@ -628,11 +628,13 @@ void Scene::RenderText(const TextPrim& t) Shader::Instance().Activate(""); #endif - glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT); + glPushAttrib(GL_ALL_ATTRIB_BITS); glDisable(GL_NORMALIZE); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER,0.5); glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); glEnable(GL_BLEND);