switch (alphafunc) {
case IShader::eAlways:
state.m_alphafunc = GL_ALWAYS;
+ break;
case IShader::eEqual:
state.m_alphafunc = GL_EQUAL;
+ break;
case IShader::eLess:
state.m_alphafunc = GL_LESS;
+ break;
case IShader::eGreater:
state.m_alphafunc = GL_GREATER;
+ break;
case IShader::eLEqual:
state.m_alphafunc = GL_LEQUAL;
+ break;
case IShader::eGEqual:
state.m_alphafunc = GL_GEQUAL;
+ break;
}
}
reinterpret_cast<Vector3 &>( state.m_colour ) = m_shader->getTexture()->color;