- fixed: translucent walls did not set up their dynamic lights in the GL4 render path.

This commit is contained in:
Christoph Oelckers 2015-12-11 22:26:10 +01:00
parent 5b4323ec6c
commit 37ea94abf3

View file

@ -322,6 +322,11 @@ void GLWall::RenderTranslucentWall()
// and until that changes I won't fix this code for the new blending modes! // and until that changes I won't fix this code for the new blending modes!
bool isadditive = RenderStyle == STYLE_Add; 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); if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f); else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE); if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);