Updated blend semantics so blending uses the following formula:
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA)) This allows proper compositing semantics without requiring premultiplied alpha. Needs full unit test coverage and bug fixes!
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@ -15,6 +15,7 @@ SDL_PROC_UNUSED(void, glBitmap,
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(GLsizei, GLsizei, GLfloat, GLfloat, GLfloat, GLfloat,
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const GLubyte *))
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SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
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SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
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SDL_PROC_UNUSED(void, glCallList, (GLuint))
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SDL_PROC_UNUSED(void, glCallLists, (GLsizei, GLenum, const GLvoid *))
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SDL_PROC(void, glClear, (GLbitfield))
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