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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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7e663b7c86
commit
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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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if(overridealpha && backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
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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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| GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_ATEST_GT_0); // Now add the default values.
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// set bits for blendfunc blend
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GL_State( GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
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}
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else
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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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pStage->alphaGen = AGEN_ENTITY;
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// set bits for blendfunc blend
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pStage->stateBits = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA;
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// keep the original alphafunc, if any
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pStage->stateBits |= ( oldStateBits & GLS_ATEST_BITS );
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if(backEnd.currentEntity->e.shaderRGBA[3] < 0xFF && !(pStage->stateBits & GLS_ATEST_BITS))
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{
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// set bits for blendfunc blend
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pStage->stateBits = 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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{
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