A color state fix
Something that I forgot in the shader definition
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fc57654f92
commit
0398c8fc2d
3 changed files with 38 additions and 4 deletions
16
gl_bumparb.c
16
gl_bumparb.c
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@ -421,14 +421,14 @@ static char bump_fragment_program[] =
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"TEMP diffdot, specdot, selfshadow, temp\n;"
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"TEX normalmap, tex0, texture[0], 2D;\n"
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"MAD normalmap.rgb, normalmap, scaler.b, scaler.a;\n"
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"DP3 temp.x, tex1, tex1;\n"
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"DP3 temp.x, tex1, tex1;\n" //normalize to light ("real normalize" no cubemaps)
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"RSQ temp.x, temp.x;\n"
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"MUL lightvec, temp.x, tex1;\n"
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"DP3 temp.x, tex2, tex2;\n"
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"DP3 temp.x, tex2, tex2;\n" //normalize to light ("real normalize" no cubemaps)
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"RSQ temp.x, temp.x;\n"
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"MUL halfvec, temp.x, tex2;\n"
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"TEX colormap, tex0, texture[1], 2D;\n"
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"TEX atten, tex3, texture[2], 3D;\n"
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"TEX atten, tex3, texture[2], 3D;\n" //get attenuation factor
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"DP3_SAT diffdot, normalmap, lightvec;\n"
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"MUL_SAT selfshadow.r, lightvec.z, scaler.g;\n"
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"DP3_SAT specdot.a, normalmap, halfvec;\n"
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@ -1123,6 +1123,8 @@ void ARB_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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glDisable(GL_CULL_FACE);
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}
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glColor3ub(255,255,255);
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for ( i = 0; i < shader->numstages; i++)
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{
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ARB_SetupSimpleStage(&shader->stages[i]);
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@ -1356,6 +1358,14 @@ void ARB_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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{
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if (shader->flags & SURF_PPLIGHT)
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{
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if (shader->colorstages[0].src_blend >= 0) {
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glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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glEnable(GL_BLEND);
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} else {
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glDisable(GL_BLEND);
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}
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glColor3f(0,0,0);
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glDisable(GL_TEXTURE_2D);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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@ -1270,6 +1270,8 @@ void Parhelia_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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glDisable(GL_CULL_FACE);
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}
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glColor3ub(255,255,255);
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for ( i = 0; i < shader->numstages; i++)
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{
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Parhelia_SetupSimpleStage(&shader->stages[i]);
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@ -1324,6 +1326,14 @@ void Parhelia_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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else if (shader->flags & SURF_PPLIGHT)
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{
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glColor3f(0,0,0);
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if (shader->colorstages[0].src_blend >= 0) {
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glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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glEnable(GL_BLEND);
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} else {
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glDisable(GL_BLEND);
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}
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glDisable(GL_TEXTURE_2D);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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glEnable(GL_TEXTURE_2D);
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@ -1119,6 +1119,7 @@ void Radeon_drawTriangleListBump (const vertexdef_t *verts, int *indecies,
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void Radeon_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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int numIndecies, shader_t *shader,
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int lightMapIndex)
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{
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int i;
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@ -1135,6 +1136,10 @@ void Radeon_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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glDisable(GL_CULL_FACE);
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}
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//PENTA: Added fix
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glColor3ub(255,255,255);
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for ( i = 0; i < shader->numstages; i++)
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{
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Radeon_SetupSimpleStage(&shader->stages[i]);
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@ -1188,6 +1193,15 @@ void Radeon_drawTriangleListBase (vertexdef_t *verts, int *indecies,
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}
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else if (shader->flags & SURF_PPLIGHT)
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{
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//PENTA: added fix
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if (shader->colorstages[0].src_blend >= 0) {
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glBlendFunc(shader->colorstages[0].src_blend, shader->colorstages[0].dst_blend);
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glEnable(GL_BLEND);
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} else {
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glDisable(GL_BLEND);
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}
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glColor3f(0,0,0);
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glDisable(GL_TEXTURE_2D);
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glDrawElements(GL_TRIANGLES,numIndecies,GL_UNSIGNED_INT,indecies);
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