It's been a while, but the glPopAttrib() call will revert the GL_LIGHTING
setting so all you really need to do is:
glDisable(GL_LIGHTING);
...
glPopAttrib();
On Apr 13, 2010, at 2:34 PM, [email protected] wrote:
> Author: manolo
> Date: 2010-04-13 14:34:20 -0700 (Tue, 13 Apr 2010)
> New Revision: 7497
> Log:
> gl_draw.cxx (Mac-specific): fixed bad shading of text color.
>
> Modified:
> branches/branch-1.3/src/gl_draw.cxx
>
> Modified: branches/branch-1.3/src/gl_draw.cxx
> ===================================================================
> --- branches/branch-1.3/src/gl_draw.cxx 2010-04-13 21:08:06 UTC (rev
> 7496)
> +++ branches/branch-1.3/src/gl_draw.cxx 2010-04-13 21:34:20 UTC (rev
> 7497)
> @@ -437,6 +437,8 @@
> glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // ditto
> glEnable (GL_TEXTURE_RECTANGLE_EXT);
>
> + GLboolean lighting = glIsEnabled(GL_LIGHTING);
> + if (lighting) glDisable(GL_LIGHTING);
> glBindTexture (GL_TEXTURE_RECTANGLE_EXT, fifo[rank].texName);
> glBegin (GL_QUADS);
> glTexCoord2f (0.0f, 0.0f); // draw lower left in world coordinates
> @@ -451,7 +453,8 @@
> glTexCoord2f (fifo[rank].width, 0.0f); // draw lower right in world
> coordinates
> glVertex2f (bounds.origin.x + bounds.size.width, bounds.origin.y);
> glEnd ();
> -
> + if (lighting) glEnable(GL_LIGHTING);
> +
> glPopAttrib();
> // reset original matrices
> glPopMatrix(); // GL_MODELVIEW
>
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________________________________________
Michael Sweet, Easy Software Products
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