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Partial fix for transparent world textures
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1 changed files with 4 additions and 16 deletions
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@ -706,7 +706,7 @@ R_BlendLightmaps
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================
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*/
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void R_BlendLightmaps (int specialrender)
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void R_BlendLightmaps ()
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{
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int i, j;
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glpoly_t *p;
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@ -721,14 +721,8 @@ void R_BlendLightmaps (int specialrender)
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glColor4f(1,1,1,1);
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glDepthMask(GL_FALSE); // don't bother writing Z
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// naievil -- stuff that starts with '{' is a special render
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if (!specialrender) {
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glBlendFunc (GL_ZERO, GL_SRC_COLOR);
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} else {
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glBlendFunc (GL_ZERO, GL_DST_ALPHA);
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}
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glEnable (GL_BLEND);
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glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
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for (i=0 ; i<MAX_LIGHTMAPS ; i++)
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{
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@ -1233,7 +1227,6 @@ void R_DrawBrushModel (entity_t *e)
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//
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// draw texture
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//
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int touched_transparent = 0; // naievil -- wow I cannot believe this works, fixes rendering on non transparent textures
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for (i=0 ; i<clmodel->nummodelsurfaces ; i++, psurf++)
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{
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// find which side of the node we are on
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@ -1241,10 +1234,6 @@ void R_DrawBrushModel (entity_t *e)
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dot = DotProduct (modelorg, pplane->normal) - pplane->dist;
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if (!strncmp(psurf->texinfo->texture->name,"{",1)) {
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touched_transparent = 1;
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}
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// draw the polygon
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if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
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(!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON)))
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@ -1253,8 +1242,7 @@ void R_DrawBrushModel (entity_t *e)
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}
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}
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R_BlendLightmaps (touched_transparent);
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R_BlendLightmaps();
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glPopMatrix ();
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}
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@ -1476,7 +1464,7 @@ void R_DrawWorld (void)
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DrawTextureChains ();
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R_BlendLightmaps (0);
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R_BlendLightmaps();
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#ifdef QUAKE2
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R_DrawSkyBox ();
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