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- fixed: translucent walls did not set up their dynamic lights in the GL4 render path.
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@ -322,6 +322,11 @@ void GLWall::RenderTranslucentWall()
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// and until that changes I won't fix this code for the new blending modes!
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// and until that changes I won't fix this code for the new blending modes!
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bool isadditive = RenderStyle == STYLE_Add;
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bool isadditive = RenderStyle == STYLE_Add;
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if (gl_fixedcolormap == CM_DEFAULT && gl_lights && (gl.flags & RFL_BUFFER_STORAGE))
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{
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SetupLights();
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}
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if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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if (!transparent) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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if (isadditive) gl_RenderState.BlendFunc(GL_SRC_ALPHA,GL_ONE);
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