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Fix a bug where shaded wateralpha surfaces were not being drawn.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2114 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -114,6 +114,9 @@ void EmitWaterPolys (msurface_t *fa, float basealpha)
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mb.shader = fa->texinfo->texture->shader;
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mb.shader = fa->texinfo->texture->shader;
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mb.fog = NULL;
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mb.fog = NULL;
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mb.mesh = fa->mesh;
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mb.mesh = fa->mesh;
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r_worldentity.shaderRGBAf[3] = basealpha;
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R_PushMesh(mb.mesh, mb.shader->features);
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r_worldentity.shaderRGBAf[3] = 1;
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R_RenderMeshBuffer(&mb, false);
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R_RenderMeshBuffer(&mb, false);
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return;
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return;
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}
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}
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