message: Fix missing apply of blend state when indexed blending is not available
diff: @@ -1477,8 +1477,8 @@ void GLRenderState::ApplyState(WrappedOpenGL *gl)
  {
  for(GLuint i = 0; i < RDCMIN(maxDraws, (GLuint)ARRAY_COUNT(Blends)); i++)
  {
  - if(Blends[i].EquationRGB ==
  - eGL_NONE) // not set, possibly there were lesser draw buffers during capture
  + // not set, possibly there were lesser draw buffers during capture
  + if(Blends[i].EquationRGB == eGL_NONE)
  continue;
  m_Real->glBlendFuncSeparatei(i, Blends[i].SourceRGB, Blends[i].DestinationRGB,
  @@ -1491,6 +1491,21 @@ void GLRenderState::ApplyState(WrappedOpenGL *gl)
  m_Real->glDisablei(eGL_BLEND, i);
  }
  }
  + else
  + {
  + // not set, possibly there were lesser draw buffers during capture
  + if(Blends[0].EquationRGB != eGL_NONE)
  + {
  + m_Real->glBlendFuncSeparate(Blends[0].SourceRGB, Blends[0].DestinationRGB,
  + Blends[0].SourceAlpha, Blends[0].DestinationAlpha);
  + m_Real->glBlendEquationSeparate(Blends[0].EquationRGB, Blends[0].EquationAlpha);
  +
  + if(Blends[0].Enabled)
  + m_Real->glEnable(eGL_BLEND);
  + else
  + m_Real->glDisable(eGL_BLEND);
  + }
  + }
  m_Real->glBlendColor(BlendColor[0], BlendColor[1], BlendColor[2], BlendColor[3]);
  