- Fixed fuzz style fallback not working in GL legacy mode.

- Changed default since software style was too expensive on old cards.
This commit is contained in:
drfrag 2019-07-26 14:08:18 +02:00
parent c31b4f0b9b
commit 1f54466e33
2 changed files with 2 additions and 2 deletions

View file

@ -70,7 +70,7 @@ CVAR(Int, gl_billboard_mode, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_faces_camera, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, gl_billboard_particles, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Int, gl_enhanced_nv_stealth, 3, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CUSTOM_CVAR(Int, gl_fuzztype, 8, CVAR_ARCHIVE)
CUSTOM_CVAR(Int, gl_fuzztype, 6, CVAR_ARCHIVE)
{
if (self < 0 || self > 8) self = 0;
}

View file

@ -370,7 +370,7 @@ void GLSceneDrawer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
int OverrideShader = -1;
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0)
if (gl_fuzztype != 0 && !gl.legacyMode)
{
// Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent];