From 24681013d1a6962e644b0c536540dcaa277f6038 Mon Sep 17 00:00:00 2001 From: Sryder13 Date: Thu, 20 Mar 2014 20:34:56 +0000 Subject: [PATCH] Opaque translucent midtextures Fixed translucent midtextures being opaque when there were multiple lights in a sector. --- src/hardware/hw_main.c | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index b4d8272f..14b15561 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1639,7 +1639,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) blendmode = PF_Environment; if (gr_frontsector->numlights) - HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS); + { + if (!(blendmode & PF_Masked)) + HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS|FF_TRANSLUCENT); + else + HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS); + } else if (!(blendmode & PF_Masked)) HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap); else