turns out GL_WaterSurface wasn't binding the texture wasn't binding the

surface taxter. very ugly
This commit is contained in:
Bill Currie 2000-08-29 05:22:58 +00:00
parent 23b70fee0f
commit 89f7306091

View file

@ -599,11 +599,14 @@ dynamic:
void GL_WaterSurface(msurface_t *s)
{
int i;
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (lighthalf)
glColor4f(0.5,0.5,0.5, r_wateralpha->value);
else
glColor4f(1,1,1, r_wateralpha->value);
i = s->texinfo->texture->gl_texturenum;
glBindTexture (GL_TEXTURE_2D, i);
if (r_wateralpha->value < 1.0)
{
glDepthMask(0);