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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
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1 changed files with 2 additions and 2 deletions
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@ -202,7 +202,7 @@ EmitWaterPolys
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Does a water warp on the pre-fragmented glpoly_t chain
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=============
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*/
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void EmitWaterPolys (msurface_t *fa)
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void EmitWaterPolys (msurface_t *fa, float basealpha)
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{
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glpoly_t *p;
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float *v;
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@ -246,7 +246,7 @@ void EmitWaterPolys (msurface_t *fa)
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int l;
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_BLEND); //to ensure.
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for (a=r_wateralphaval,l = 0; l < r_waterlayers.value; l++,a=a*4/6)
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for (a=basealpha,l = 0; l < r_waterlayers.value; l++,a=a*4/6)
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{
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glColor4f(1, 1, 1, a);
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stm =cos(l)/10;
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