// Draw the background
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
- glColor3f(1.0, 1.0, 1.0);
+ glEnable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_COLOR_MATERIAL);
+ glColor4f(1.0, 1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
_renderer.setFont(guiFntHandle);
_renderer.setPointSize(14);
_color[0] = _color[1] = _color[2] = 0.0;
+ _color[3] = 1.0;
}
FGCharInstrumentLayer::~FGCharInstrumentLayer ()
FGCharInstrumentLayer::draw () const
{
glPushMatrix();
- glColor3fv(_color);
+ glColor4fv(_color);
transform();
_renderer.begin();
_renderer.start3f(0, 0, 0);
_renderer.puts((*_func)(_buf));
_renderer.end();
- glColor3f(1.0, 1.0, 1.0); // FIXME
+ glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
glPopMatrix();
}
_color[0] = r;
_color[1] = g;
_color[2] = b;
+ _color[3] = 1.0;
}
void