Fixed a pretty serious problem with q3 shader rendering.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@378 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 3 additions and 2 deletions
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@ -37,7 +37,7 @@ void GL_MBind( GLenum target, int texnum )
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// if ( gl_state.currenttextures[texnum-mtexid0] == texnum )
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// if ( gl_state.currenttextures[texnum-mtexid0] == texnum )
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// return;
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// return;
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gl_state.currenttextures[texnum-mtexid0] = texnum;
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gl_state.currenttextures[gl_state.currenttmu] = texnum;
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bindTexFunc (GL_TEXTURE_2D, texnum);
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bindTexFunc (GL_TEXTURE_2D, texnum);
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}
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}
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@ -2567,7 +2567,8 @@ void R_RenderFogOnMesh ( shader_t *shader, struct mfog_s *fog )
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if ( !shader->numpasses || shader->fog_dist || (shader->flags & SHADER_SKY) )
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if ( !shader->numpasses || shader->fog_dist || (shader->flags & SHADER_SKY) )
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{
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{
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qglDepthFunc ( GL_LEQUAL );
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extern int gldepthfunc;
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qglDepthFunc ( gldepthfunc );
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}
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}
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else
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else
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{
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{
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