- fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer.

This commit is contained in:
Christoph Oelckers 2016-08-19 00:21:17 +02:00
parent 0e2d9affb2
commit eadc2f35dd
1 changed files with 1 additions and 0 deletions

View File

@ -347,6 +347,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.SetColorAlpha(0xffffff, a);
gl_RenderState.Apply();
fb->wipeendscreen->Bind(0, 0, false);
mVertexBuf->EnableColorArray(false);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
gl_RenderState.SetTextureMode(TM_MODULATE);