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- fixed: translucency detection in multipatch textures did not work.
- fixed: The flat drawer never checked if a texture had translucent parts.
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5a64307ad1
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3 changed files with 22 additions and 4 deletions
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@ -419,15 +419,17 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE);
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gl_SetColor(lightlevel, rel, Colormap, alpha);
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gl_SetFog(lightlevel, rel, &Colormap, false);
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gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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if (!gltexture)
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{
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.EnableTexture(false);
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DrawSubsectors(pass, false, true);
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gl_RenderState.EnableTexture(true);
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}
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else
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{
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if (!gltexture->GetTransparent()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, !gl.legacyMode, true);
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@ -477,6 +479,21 @@ inline void GLFlat::PutFlat(bool fog)
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// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
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list = (renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
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}
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else if (gltexture->GetTransparent())
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{
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if (stack)
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{
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list = GLDL_TRANSLUCENTBORDER;
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}
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else if ((renderflags&SSRF_RENDER3DPLANES) && !plane.plane.isSlope())
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{
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list = GLDL_TRANSLUCENT;
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}
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else
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{
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list = GLDL_PLAINFLATS;
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}
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}
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else
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{
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bool masked = gltexture->isMasked() && ((renderflags&SSRF_RENDER3DPLANES) || stack);
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@ -628,8 +628,9 @@ int FMultiPatchTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rota
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{
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ret = Parts[i].Texture->CopyTrueColorPixels(bmp, x+Parts[i].OriginX, y+Parts[i].OriginY, Parts[i].Rotate, &info);
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}
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if (ret > retv) retv = ret;
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// treat -1 (i.e. unknown) as absolute. We have no idea if this may have overwritten previous info so a real check needs to be done.
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if (ret == -1) retv = ret;
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else if (retv != -1 && ret > retv) retv = ret;
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}
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// Restore previous clipping rectangle.
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bmp->SetClipRect(saved_cr);
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