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- use a more consistent setting for rendering fuzzy sprites with enhanced nightvision on.
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1 changed files with 1 additions and 2 deletions
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@ -987,9 +987,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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RenderStyle.CheckFuzz();
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RenderStyle.CheckFuzz();
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if (RenderStyle.BlendOp == STYLEOP_Fuzz)
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if (RenderStyle.BlendOp == STYLEOP_Fuzz)
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{
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{
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if (gl_fuzztype != 0 && !gl.legacyMode)
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if (gl_fuzztype != 0 && !gl.legacyMode && !(RenderStyle.Flags & STYLEF_InvertSource))
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{
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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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RenderStyle = LegacyRenderStyles[STYLE_Translucent];
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OverrideShader = gl_fuzztype + 4;
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OverrideShader = gl_fuzztype + 4;
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trans = 0.99f; // trans may not be 1 here
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trans = 0.99f; // trans may not be 1 here
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