world_prog.SetFogDensity(0.0f);
GLContext::ClearDepthBuffer();
+ GLContext::EnableInvertBlending();
world_prog.SetMVP(crosshair_transform, view, projection);
crosshair.Draw();
if (block_visible) {
+ GLContext::DisableBlending();
world_prog.SetM(block_transform);
block.Draw();