The default draw blendmode is SDL_BLENDMODE_NONE
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diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index 04cfcef..695e02f 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -1767,7 +1767,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
}
}
- data->drawstate.blend = SDL_BLENDMODE_INVALID;
+ data->drawstate.blend = SDL_BLENDMODE_NONE;
return renderer;
}
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 01d6dad..5e8ad9f 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -1688,7 +1688,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/* data->glEnable(GL_LINE_SMOOTH); */
- data->drawstate.blend = SDL_BLENDMODE_INVALID;
+ data->drawstate.blend = SDL_BLENDMODE_NONE;
data->drawstate.shader = SHADER_INVALID;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c
index a410152..0ba234a 100644
--- a/src/render/opengles/SDL_render_gles.c
+++ b/src/render/opengles/SDL_render_gles.c
@@ -1203,7 +1203,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- data->drawstate.blend = SDL_BLENDMODE_INVALID;
+ data->drawstate.blend = SDL_BLENDMODE_NONE;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 43bee7a..ce3c8e9 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -2076,7 +2076,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
- data->drawstate.blend = SDL_BLENDMODE_INVALID;
+ data->drawstate.blend = SDL_BLENDMODE_NONE;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
data->drawstate.projection[3][0] = -1.0f;