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- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.
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@ -622,6 +622,7 @@ void FGLRenderer::DrawBlend(sector_t * viewsector)
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V_AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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}
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gl_RenderState.SetTextureMode(TM_MODULATE);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (blend[3]>0.0f)
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{
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