Opaque translucent midtextures

Fixed translucent midtextures being opaque when there were multiple
lights in a sector.
This commit is contained in:
Sryder13 2014-03-20 20:34:56 +00:00
parent dd16f58e38
commit 24681013d1

View file

@ -1639,7 +1639,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
blendmode = PF_Environment; blendmode = PF_Environment;
if (gr_frontsector->numlights) if (gr_frontsector->numlights)
{
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); HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
}
else if (!(blendmode & PF_Masked)) else if (!(blendmode & PF_Masked))
HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap); HWR_AddTransparentWall(wallVerts, &Surf, gr_midtexture, blendmode, false, lightnum, colormap);
else else