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:
Spoike 2018-01-06 18:29:36 +00:00
parent 3f0f3e20b5
commit 2d68fbfb55

View file

@ -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;