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- fixed: the translucency flag for the flags renderer was inconsistent between the light pass and the render pass on GL 3.x hardware, resulting in bad buffer indices being sent to the shader.
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parent
48fbab819b
commit
b0a6c94fa4
3 changed files with 4 additions and 4 deletions
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@ -771,11 +771,11 @@ void GLDrawList::DrawSorted()
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//
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//
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//
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//
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//==========================================================================
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//==========================================================================
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void GLDrawList::Draw(int pass)
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void GLDrawList::Draw(int pass, bool trans)
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{
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{
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for(unsigned i=0;i<drawitems.Size();i++)
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for(unsigned i=0;i<drawitems.Size();i++)
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{
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{
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DoDraw(pass, i, false);
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DoDraw(pass, i, trans);
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}
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}
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}
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}
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@ -125,7 +125,7 @@ public:
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void DoDraw(int pass, int index, bool trans);
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void DoDraw(int pass, int index, bool trans);
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void DoDrawSorted(SortNode * node);
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void DoDrawSorted(SortNode * node);
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void DrawSorted();
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void DrawSorted();
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void Draw(int pass);
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void Draw(int pass, bool trans = false);
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void DrawWalls(int pass);
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void DrawWalls(int pass);
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void DrawFlats(int pass);
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void DrawFlats(int pass);
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void DrawDecals();
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void DrawDecals();
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@ -361,7 +361,7 @@ void FGLRenderer::RenderScene(int recursion)
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY);
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gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true);
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GLRenderer->mLights->Finish();
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GLRenderer->mLights->Finish();
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}
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}
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