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Don't discard zero alpha fog block fragments. Fixes #198.
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@ -1535,7 +1535,7 @@ EXPORT void HWRAPI(SetBlend) (FBITFIELD PolyFlags)
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// Sryder: Fog
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// multiplies input colour by input alpha, and destination colour by input colour, then adds them
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pglBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR);
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pglAlphaFunc(GL_NOTEQUAL, 0.0f);
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pglAlphaFunc(GL_ALWAYS, 0.0f); // Don't discard zero alpha fragments
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break;
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default : // must be 0, otherwise it's an error
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// No blending
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