Index: ps/trunk/source/gui/GUIRenderer.cpp =================================================================== --- ps/trunk/source/gui/GUIRenderer.cpp +++ ps/trunk/source/gui/GUIRenderer.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2019 Wildfire Games. +/* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -341,11 +341,10 @@ glDisable(GL_BLEND); - // Set LOD bias so mipmapped textures are prettier -#if CONFIG2_GLES -#warning TODO: implement GUI LOD bias for GLES -#else - glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.f); +#if !CONFIG2_GLES + // Set LOD bias so mipmapped textures are prettier in FFP mode. + if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED) + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.f); #endif // Iterate through each DrawCall, and execute whatever drawing code is being called @@ -447,9 +446,8 @@ glDisable(GL_BLEND); } -#if CONFIG2_GLES -#warning TODO: implement GUI LOD bias for GLES -#else - glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.f); +#if !CONFIG2_GLES + if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED) + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.f); #endif } Index: ps/trunk/source/renderer/Renderer.cpp =================================================================== --- ps/trunk/source/renderer/Renderer.cpp +++ ps/trunk/source/renderer/Renderer.cpp @@ -1414,7 +1414,8 @@ #if !CONFIG2_GLES // Clean up texture blend mode so particles and other things render OK // (really this should be cleaned up by whoever set it) - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED) + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); #endif // render debug lines Index: ps/trunk/source/renderer/SkyManager.cpp =================================================================== --- ps/trunk/source/renderer/SkyManager.cpp +++ ps/trunk/source/renderer/SkyManager.cpp @@ -207,7 +207,8 @@ glDepthMask(GL_FALSE); pglActiveTextureARB(GL_TEXTURE0_ARB); - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); + if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED) + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glMatrixMode(GL_MODELVIEW); glPushMatrix(); @@ -293,6 +294,9 @@ glPopMatrix(); + if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED) + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glDepthMask(GL_TRUE); #endif