Fix white flash levelshot bug in OpenGL1

If you tried to draw the last loaded image, gl texture 0 (which is appearently white)
was used because renderer thought the image was already bound.

Why OpenGL1 renderer binds texture 0, I have no idea. It's been removed from OpenGL2.
This commit is contained in:
Zack Middleton 2013-12-06 23:02:00 -06:00
parent c02528cf1d
commit 973a616061
3 changed files with 2 additions and 10 deletions

View file

@ -1147,11 +1147,6 @@ void RE_BeginRegistration( glconfig_t *glconfigOut ) {
RE_ClearScene();
tr.registered = qtrue;
// NOTE: this sucks, for some reason the first stretch pic is never drawn
// without this we'd see a white flash on a level load because the very
// first time the level shot would not be drawn
// RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
}
//=============================================================================