From f4b80a451ed069d9bacc3801b7f2af8e3149d634 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 16 Jul 2016 08:57:48 +0200 Subject: [PATCH] - 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. --- src/gl/scene/gl_weapon.cpp | 2 -- 1 file changed, 2 deletions(-) diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index c5d1dc82a..0e2e962da 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -380,9 +380,7 @@ 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); // hack alert! Rather than changing everything in the underlying lighting code let's just temporarily change // light mode here to draw the weapon sprite.