diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index 171692497..f1cd5e38b 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -353,6 +353,9 @@ 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); if (statebright[0] || statebright[1]) { // brighten the weapon to reduce the difference between