fix r_waterstyle 2/3 entity flickering
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5197 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
3f0f3e20b5
commit
2d68fbfb55
1 changed files with 2 additions and 1 deletions
|
@ -4988,7 +4988,7 @@ static void GLBE_SubmitMeshesSortList(batch_t *sortlist)
|
|||
{
|
||||
shaderstate.tex_refraction[r_refdef.recurse] = Image_CreateTexture("***tex_refraction***", NULL, 0);
|
||||
if (!shaderstate.tex_refraction[r_refdef.recurse]->num)
|
||||
qglGenTextures(1, &shaderstate.tex_refraction[r_refdef.recurse]->num);
|
||||
qglGenTextures(1, &shaderstate.tex_refraction[r_refdef.recurse]->num);
|
||||
}
|
||||
if (shaderstate.tex_refraction[r_refdef.recurse]->width != r_refdef.pxrect.width || shaderstate.tex_refraction[r_refdef.recurse]->height != r_refdef.pxrect.height)
|
||||
{
|
||||
|
@ -5921,6 +5921,7 @@ void GLBE_DrawWorld (batch_t **worldbatches)
|
|||
|
||||
GLBE_SelectEntity(&r_worldentity);
|
||||
// shaderstate.curtime = shaderstate.updatetime = realtime;
|
||||
shaderstate.depthrange = 0;
|
||||
|
||||
shaderstate.identitylighting = 1;
|
||||
|
||||
|
|
Loading…
Reference in a new issue