From 37ea94abf3ddc126fb67c79e94f87b069640c309 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Fri, 11 Dec 2015 22:26:10 +0100 Subject: [PATCH] - fixed: translucent walls did not set up their dynamic lights in the GL4 render path. --- src/gl/scene/gl_walls_draw.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index 801bebcc5e..5135a59471 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -322,6 +322,11 @@ void GLWall::RenderTranslucentWall() // and until that changes I won't fix this code for the new blending modes! bool isadditive = RenderStyle == STYLE_Add; + if (gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_BUFFER_STORAGE)) + { + SetupLights(); + } + if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold); else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);