enable gl blending
This makes transparency work correctly.
fixes
@@ -83,6 +83,11 @@ static void wlr_gles2_begin(struct wlr_renderer_state *state,
int32_t width = output->width;
int32_t height = output->height;
GL_CALL(glViewport(0, 0, width, height));
+
+ // enable transparency
+ GL_CALL(glEnable(GL_BLEND));
+ GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
+
// Note: maybe we should save output projection and remove some of the need
// for users to sling matricies themselves
}
