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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.
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parent
7e663b7c86
commit
475e145d05
2 changed files with 7 additions and 7 deletions
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@ -1172,8 +1172,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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#ifdef ELITEFORCE
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#ifdef ELITEFORCE
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if(overridealpha && backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
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if(overridealpha && backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
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{
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{
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GL_State((pStage->stateBits & ~(GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS | GLS_ATEST_BITS)) // remove the shader set values.
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// set bits for blendfunc blend
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| GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_ATEST_GT_0); // Now add the default values.
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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}
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}
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else
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else
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#endif
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#endif
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@ -1099,11 +1099,11 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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oldStateBits = pStage->stateBits;
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oldStateBits = pStage->stateBits;
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pStage->alphaGen = AGEN_ENTITY;
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pStage->alphaGen = AGEN_ENTITY;
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// set bits for blendfunc blend
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if(backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
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pStage->stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
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{
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// set bits for blendfunc blend
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// keep the original alphafunc, if any
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pStage->stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
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pStage->stateBits |= ( oldStateBits & GLS_ATEST_BITS );
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}
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}
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}
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else
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else
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{
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{
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