From 4ebe67ba3d688f423e9eba612a28eb5af460fa91 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 27 May 2020 22:54:20 +0200 Subject: [PATCH] - never render the null texture. Blood's ROR effects won't work if this is not done. --- source/glbackend/gl_texture.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/source/glbackend/gl_texture.cpp b/source/glbackend/gl_texture.cpp index cd6cba48b..4a35ddcf4 100644 --- a/source/glbackend/gl_texture.cpp +++ b/source/glbackend/gl_texture.cpp @@ -42,6 +42,7 @@ #include "v_font.h" #include "palettecontainer.h" #include "../../glbackend/glbackend.h" +#include "texturemanager.h" // Test CVARs. CVAR(Int, fixpalette, -1, 0) @@ -90,6 +91,7 @@ FHardwareTexture* GLInstance::CreateIndexedTexture(FGameTexture* tex) FHardwareTexture* GLInstance::CreateTrueColorTexture(FGameTexture* tex, int palid, bool checkfulltransparency, bool rgb8bit) { + if (tex == TexMan.GameByIndex(0)) return nullptr; auto texbuffer = tex->GetTexture()->CreateTexBuffer(palid, checkfulltransparency? 0: CTF_ProcessData); // Check if the texture is fully transparent. When creating a brightmap such textures can be discarded. if (checkfulltransparency)