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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.
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3 changed files with 2 additions and 10 deletions
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@ -900,6 +900,8 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height,
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
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// FIXME: this stops fog from setting border color?
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glState.currenttextures[glState.currenttmu] = 0;
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qglBindTexture( GL_TEXTURE_2D, 0 );
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if ( image->TMU == 1 ) {
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@ -886,11 +886,6 @@ void RE_BeginRegistration( glconfig_t *glconfigOut ) {
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RE_ClearScene();
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tr.registered = qtrue;
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// NOTE: this sucks, for some reason the first stretch pic is never drawn
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// without this we'd see a white flash on a level load because the very
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// first time the level shot would not be drawn
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// RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
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}
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//=============================================================================
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@ -1147,11 +1147,6 @@ void RE_BeginRegistration( glconfig_t *glconfigOut ) {
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RE_ClearScene();
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tr.registered = qtrue;
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// NOTE: this sucks, for some reason the first stretch pic is never drawn
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// without this we'd see a white flash on a level load because the very
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// first time the level shot would not be drawn
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// RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0);
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}
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//=============================================================================
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