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hack to draw softened particles without blending
so when the shader writes a debug value as a color, I get to see that color
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1 changed files with 6 additions and 1 deletions
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@ -952,8 +952,13 @@ void RB_STD_T_RenderShaderPasses( const drawSurf_t *surf ) {
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qglEnableClientState( GL_COLOR_ARRAY );
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}
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GL_State( pStage->drawStateBits | GLS_DEPTHFUNC_ALWAYS ); // Disable depth clipping. The fragment program will
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//GL_State( pStage->drawStateBits | GLS_DEPTHFUNC_ALWAYS ); // Disable depth clipping. The fragment program will
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// handle it to allow overdraw.
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int dsbits = pStage->drawStateBits | GLS_DEPTHFUNC_ALWAYS;
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dsbits &= ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS);
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//dsbits |= GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO; both values are 0, so this would be a noop
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GL_State( dsbits );
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qglBindProgramARB( GL_VERTEX_PROGRAM_ARB, VPROG_SOFT_PARTICLE );
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qglEnable( GL_VERTEX_PROGRAM_ARB );
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