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- apply depth bias to translucent geometry.
This is necessary to handle wall and floor sprites placed on actual walls and floors work as intended.
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1 changed files with 3 additions and 1 deletions
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@ -486,6 +486,8 @@ void HWDrawInfo::RenderTranslucent(FRenderState &state)
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{
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{
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RenderAll.Clock();
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RenderAll.Clock();
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state.SetDepthBias(-1, -128);
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// final pass: translucent stuff
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// final pass: translucent stuff
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
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state.SetRenderStyle(STYLE_Translucent);
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state.SetRenderStyle(STYLE_Translucent);
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@ -497,7 +499,7 @@ void HWDrawInfo::RenderTranslucent(FRenderState &state)
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drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
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drawlists[GLDL_TRANSLUCENT].DrawSorted(this, state);
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state.EnableBrightmap(false);
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state.EnableBrightmap(false);
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state.ClearDepthBias();
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state.AlphaFunc(Alpha_GEqual, 0.5f);
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state.AlphaFunc(Alpha_GEqual, 0.5f);
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state.SetDepthMask(true);
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state.SetDepthMask(true);
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