From b0a6c94fa4f60b6641ac5169175118ddc2c3027d Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 9 Nov 2014 12:10:33 +0100 Subject: [PATCH] - 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. --- src/gl/scene/gl_drawinfo.cpp | 4 ++-- src/gl/scene/gl_drawinfo.h | 2 +- src/gl/scene/gl_scene.cpp | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/gl/scene/gl_drawinfo.cpp b/src/gl/scene/gl_drawinfo.cpp index b92a2c6cf..d0da4e0d4 100644 --- a/src/gl/scene/gl_drawinfo.cpp +++ b/src/gl/scene/gl_drawinfo.cpp @@ -771,11 +771,11 @@ void GLDrawList::DrawSorted() // // //========================================================================== -void GLDrawList::Draw(int pass) +void GLDrawList::Draw(int pass, bool trans) { for(unsigned i=0;idrawlists[GLDL_MASKEDFLATS].DrawFlats(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_MASKEDWALLSOFS].DrawWalls(GLPASS_LIGHTSONLY); gl_drawinfo->drawlists[GLDL_TRANSLUCENTBORDER].Draw(GLPASS_LIGHTSONLY); - gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY); + gl_drawinfo->drawlists[GLDL_TRANSLUCENT].Draw(GLPASS_LIGHTSONLY, true); GLRenderer->mLights->Finish(); }