fix for
issue #234 - the framebuffers for side-by-side and top/bottom had alpha channels. so when sprites with alpha were blended into the framebuffer it would blend the sprite pixel alpha with the fb pixel alpha
--- a/hedgewars/uRender.pas Sat Nov 22 22:35:21 2014 +0100
+++ b/hedgewars/uRender.pas Sun Nov 23 02:15:57 2014 +0100
@@ -291,7 +291,7 @@
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth);
glGenTextures(1, @tex);
glBindTexture(GL_TEXTURE_2D, tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cScreenWidth, cScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, cScreenWidth, cScreenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, tex, 0);