water warp stuff for proper q2 transparency support.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@138 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-09-04 18:08:51 +00:00
parent a27cb81452
commit 3cd3e0a025
1 changed files with 2 additions and 2 deletions

View File

@ -202,7 +202,7 @@ EmitWaterPolys
Does a water warp on the pre-fragmented glpoly_t chain
=============
*/
void EmitWaterPolys (msurface_t *fa)
void EmitWaterPolys (msurface_t *fa, float basealpha)
{
glpoly_t *p;
float *v;
@ -246,7 +246,7 @@ void EmitWaterPolys (msurface_t *fa)
int l;
glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND); //to ensure.
for (a=r_wateralphaval,l = 0; l < r_waterlayers.value; l++,a=a*4/6)
for (a=basealpha,l = 0; l < r_waterlayers.value; l++,a=a*4/6)
{
glColor4f(1, 1, 1, a);
stm =cos(l)/10;