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- fixed: Sprites drawn in the opaque pass still need to set their texture mode so that they can be drawn with STYLE_Stencil.
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@ -321,6 +321,12 @@ void GLSprite::Draw(int pass)
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}
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else if (modelframe == nullptr)
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{
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int tm, sb, db, be;
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// This still needs to set the texture mode. As blend mode it will always use GL_ONE/GL_ZERO
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gl_GetRenderStyle(RenderStyle, false, false, &tm, &sb, &db, &be);
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gl_RenderState.SetTextureMode(tm);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1.0f, -128.0f);
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}
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