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- fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer.
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@ -347,6 +347,7 @@ bool OpenGLFrameBuffer::Wiper_Crossfade::Run(int ticks, OpenGLFrameBuffer *fb)
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gl_RenderState.SetColorAlpha(0xffffff, a);
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gl_RenderState.Apply();
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fb->wipeendscreen->Bind(0, 0, false);
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mVertexBuf->EnableColorArray(false);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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gl_RenderState.SetTextureMode(TM_MODULATE);
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