- never render the null texture.

Blood's ROR effects won't work if this is not done.
This commit is contained in:
Christoph Oelckers 2020-05-27 22:54:20 +02:00
parent 193b940eef
commit 4ebe67ba3d

View file

@ -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)