- use a more consistent setting for rendering fuzzy sprites with enhanced nightvision on.

This commit is contained in:
Christoph Oelckers 2018-01-28 20:45:18 +01:00
parent 55c6a14059
commit 64921ea968

View file

@ -987,9 +987,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
RenderStyle.CheckFuzz();
if (RenderStyle.BlendOp == STYLEOP_Fuzz)
{
if (gl_fuzztype != 0 && !gl.legacyMode)
if (gl_fuzztype != 0 && !gl.legacyMode && !(RenderStyle.Flags & STYLEF_InvertSource))
{
// Todo: implement shader selection here
RenderStyle = LegacyRenderStyles[STYLE_Translucent];
OverrideShader = gl_fuzztype + 4;
trans = 0.99f; // trans may not be 1 here