diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index c5d1dc82ad..0e2e962dad 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -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.