glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
- glColor4(1.0, 1.0, 1.0, alpha);
+ glColor(1.0, 1.0, 1.0, alpha);
Mf::Texture::resetBind();
//glRectf(-1.0f, -1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
- glVertex3f(-1.0, -1.0, -0.1);
- glVertex3f(1.0, -1.0, -0.1);
- glVertex3f(1.0, 1.0, -0.1);
- glVertex3f(-1.0, 1.0, -0.1);
+ glVertex(-1.0, -1.0, -0.1);
+ glVertex(1.0, -1.0, -0.1);
+ glVertex(1.0, 1.0, -0.1);
+ glVertex(-1.0, 1.0, -0.1);
glEnd();
glDisable(GL_BLEND);
void draw(Engine& engine, Scalar alpha) const
{
Scalar a = mInterp.getState(alpha);
- logDebug("transition state: %f", a);
+ logInfo << "transition state: " << a << std::endl;
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);