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The fade masks textures should use an alpha format
So they don't get effected by the texture format set by the screen depth GL_RGB5_A1 from 16-bit was removing all alpha from the texture
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1 changed files with 20 additions and 0 deletions
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@ -1470,6 +1470,26 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
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else
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pglTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
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}
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else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8)
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{
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//pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
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if (MipMap)
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{
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pgluBuild2DMipmaps(GL_TEXTURE_2D, GL_ALPHA, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
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#ifdef GL_TEXTURE_MIN_LOD
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
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#endif
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#ifdef GL_TEXTURE_MAX_LOD
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if (pTexInfo->flags & TF_TRANSPARENT)
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0); // No mippmaps on transparent stuff
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else
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
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#endif
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//pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR_MIPMAP_LINEAR);
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}
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else
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pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
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}
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else
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{
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if (MipMap)
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