OpenGL Translucent Midtexture Fix

Translucent Midtextures using holes with textures in them now work when
there is no FOF's above their sector.
This commit is contained in:
Sryder13 2014-04-05 22:13:09 +01:00
parent fc12fc7cd4
commit 56fbdfdad3

View file

@ -1654,12 +1654,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
break; break;
} }
if (grTex->mipmap.flags & TF_TRANSPARENT) if (grTex->mipmap.flags & TF_TRANSPARENT)
blendmode = PF_Environment; blendmode = PF_Translucent;
if (gr_frontsector->numlights) if (gr_frontsector->numlights)
{ {
if (!(blendmode & PF_Masked)) if (!(blendmode & PF_Masked))
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS|FF_TRANSLUCENT); HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT);
else else
HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS); HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
} }