On Mon, 10 Feb 2020 at 18:34, Paul Gofman gofmanp@gmail.com wrote:
On 2/10/20 17:37, Henri Verbeet wrote:
This potentially conflicts with state_blend_object() also controlling GL_SAMPLE_ALPHA_TO_COVERAGE.
Yes, I suggest I merge state_alpha_to_coverage() into state_blend_object() so that the logic from state_alpha_to_coverage() has effect only if no blend_state is set (which can happen for d3d11 only).
Yes, that makes sense.