Fix holodeck doors fade out

Using the GL1 statebits in GL2 causes the doors to not fade not. Period.
In GL1 the items 'pop' into view after doors fade out completely.
Fix them both to fade out and blend over items.
This commit is contained in:
Zack Middleton 2014-10-29 11:34:49 -05:00
parent 7e663b7c86
commit 475e145d05
2 changed files with 7 additions and 7 deletions

View file

@ -1172,8 +1172,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
#ifdef ELITEFORCE
if(overridealpha && backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
{
GL_State((pStage->stateBits & ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS | GLS_ATEST_BITS)) // remove the shader set values.
| GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_ATEST_GT_0); // Now add the default values.
// set bits for blendfunc blend
GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
}
else
#endif

View file

@ -1099,11 +1099,11 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
oldStateBits = pStage->stateBits;
pStage->alphaGen = AGEN_ENTITY;
// set bits for blendfunc blend
pStage->stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
// keep the original alphafunc, if any
pStage->stateBits |= ( oldStateBits & GLS_ATEST_BITS );
if(backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
{
// set bits for blendfunc blend
pStage->stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
}
}
else
{