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- Fixed fuzz style fallback not working in GL legacy mode.
- Changed default since software style was too expensive on old cards.
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c31b4f0b9b
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1f54466e33
2 changed files with 2 additions and 2 deletions
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@ -70,7 +70,7 @@ CVAR(Int, gl_billboard_mode, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_billboard_faces_camera, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Int, gl_fuzztype, 8, CVAR_ARCHIVE)
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CUSTOM_CVAR(Int, gl_fuzztype, 6, CVAR_ARCHIVE)
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{
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if (self < 0 || self > 8) self = 0;
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}
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@ -370,7 +370,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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int OverrideShader = -1;
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if (RenderStyle.BlendOp == STYLEOP_Fuzz)
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{
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if (gl_fuzztype != 0)
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if (gl_fuzztype != 0 && !gl.legacyMode)
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{
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// Todo: implement shader selection here
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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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