hack to draw softened particles without blending

so when the shader writes a debug value as a color,
I get to see that color
This commit is contained in:
Daniel Gibson 2024-06-17 01:29:17 +02:00
parent 580257b47e
commit a407a6060f

View file

@ -952,8 +952,13 @@ void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
qglEnableClientState( GL_COLOR_ARRAY );
}
GL_State( pStage->drawStateBits | GLS_DEPTHFUNC_ALWAYS ); // Disable depth clipping. The fragment program will
//GL_State( pStage->drawStateBits | GLS_DEPTHFUNC_ALWAYS ); // Disable depth clipping. The fragment program will
// handle it to allow overdraw.
int dsbits = pStage->drawStateBits | GLS_DEPTHFUNC_ALWAYS;
dsbits &= ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
//dsbits |= GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO; both values are 0, so this would be a noop
GL_State( dsbits );
qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_SOFT_PARTICLE );
qglEnable( GL_VERTEX_PROGRAM_ARB );