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Bug fix: blending
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62e8755b64
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@ -76,7 +76,7 @@ func (context *Context) Screen() graphics.Texture {
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}
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func (context *Context) Clear() {
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C.glClearColor(0, 0, 0, 0)
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C.glClearColor(0, 0, 0, 255)
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C.glClear(C.GL_COLOR_BUFFER_BIT)
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}
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@ -227,8 +227,10 @@ func (context *Context) setOffscreen(texture *Texture) {
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if err := C.glCheckFramebufferStatus(C.GL_FRAMEBUFFER); err != C.GL_FRAMEBUFFER_COMPLETE {
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panic(fmt.Sprintf("glBindFramebuffer failed: %d", err))
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}
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C.glEnable(C.GL_BLEND)
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C.glBlendFunc(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA)
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C.glBlendFuncSeparate(C.GL_SRC_ALPHA, C.GL_ONE_MINUS_SRC_ALPHA,
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C.GL_ZERO, C.GL_ONE)
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C.glViewport(0, 0, C.GLsizei(abs(texture.textureWidth)),
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C.GLsizei(abs(texture.textureHeight)))
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