BGE player was using un-initialized variables for initializing the canvas color.
authorCampbell Barton <ideasman42@gmail.com>
Fri, 25 Mar 2011 00:23:02 +0000 (00:23 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Fri, 25 Mar 2011 00:23:02 +0000 (00:23 +0000)
source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp

index 597cec17c61a74a60155d06b1a36573209a2468f..0c47b0d01bfcb5164227c699ccb072af346390ca 100644 (file)
@@ -124,16 +124,16 @@ bool RAS_OpenGLRasterizer::Init()
        glFrontFace(GL_CCW);
        m_last_frontface = true;
 
-       glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
-       glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
-
        m_redback = 0.4375;
        m_greenback = 0.4375;
        m_blueback = 0.4375;
        m_alphaback = 0.0;
 
+       glClearColor(m_redback,m_greenback,m_blueback,m_alphaback);
+       glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+       glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+
        glShadeModel(GL_SMOOTH);
 
        return true;