- fixed: The render style specific blend settings were overridden when adding code to ensure proper setup of all properties.

It turned out that the only thing that wasn't set is the alpha function, not the blend settings themselves.
This commit is contained in:
Christoph Oelckers 2016-07-16 08:57:48 +02:00
parent 943a799aee
commit f4b80a451e

View file

@ -380,9 +380,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
// now draw the different layers of the weapon
gl_RenderState.EnableBrightmap(true);
gl_RenderState.SetObjectColor(ThingColor);
gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.BlendEquation(GL_FUNC_ADD);
// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
// light mode here to draw the weapon sprite.