From b331ffa7e9aa7833ca266b5001ce87fd0e334eb8 Mon Sep 17 00:00:00 2001 From: scgm0 <2682963017@qq.com> Date: Tue, 14 Jan 2025 04:39:16 +0800 Subject: [PATCH] OpenGL3 renderer supports transparent boot splash --- drivers/gles3/rasterizer_gles3.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 0fda42979f4..8b389f733db 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -470,9 +470,9 @@ void RasterizerGLES3::set_boot_image(const Ref &p_image, const Color &p_c glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); glViewport(0, 0, win_size.width, win_size.height); glEnable(GL_BLEND); - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE); glDepthMask(GL_FALSE); - glClearColor(p_color.r, p_color.g, p_color.b, 1.0); + glClearColor(p_color.r, p_color.g, p_color.b, OS::get_singleton()->is_layered_allowed() ? p_color.a : 1.0); glClear(GL_COLOR_BUFFER_BIT); RID texture = texture_storage->texture_allocate();