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- 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.
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1 changed files with 0 additions and 2 deletions
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@ -380,9 +380,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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// now draw the different layers of the weapon
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// now draw the different layers of the weapon
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.EnableBrightmap(true);
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gl_RenderState.SetObjectColor(ThingColor);
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gl_RenderState.SetObjectColor(ThingColor);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change
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// light mode here to draw the weapon sprite.
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// light mode here to draw the weapon sprite.
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