Fixed bug 3243 - SDL_SetRenderDrawColor() behaves wrong with RGBA=0 Simon Hug The bug is in the GL_ResetState and GLES_ResetState functions which get called after a new GL context is created. These functions set the cached current color to transparent black, but the GL specification says the initial color is opaque white. The attached patch changes the values to 0xffffffff to reflect the initial state of the current color. Should the ResetState functions get called anywhere else in the future, this probably has to call the GL functions itself to ensure that the colors match.
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 9ad2eb7..3e0340f 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -320,7 +320,7 @@ GL_ResetState(SDL_Renderer *renderer)
}
data->current.shader = SHADER_NONE;
- data->current.color = 0;
+ data->current.color = 0xffffffff;
data->current.blendMode = -1;
data->glDisable(GL_DEPTH_TEST);
diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c
index 3eed9e4..13e15e5 100644
--- a/src/render/opengles/SDL_render_gles.c
+++ b/src/render/opengles/SDL_render_gles.c
@@ -261,7 +261,7 @@ GLES_ResetState(SDL_Renderer *renderer)
GLES_ActivateRenderer(renderer);
}
- data->current.color = 0;
+ data->current.color = 0xffffffff;
data->current.blendMode = -1;
data->current.tex_coords = SDL_FALSE;