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- use texture clamping for all sprites.
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parent
2d0360fa55
commit
ab9c7de147
3 changed files with 3 additions and 3 deletions
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@ -204,7 +204,7 @@ void HWFlat::DrawFlat(HWDrawInfo *di, FRenderState &state, bool translucent)
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if (!texture->GetTranslucency()) state.AlphaFunc(Alpha_GEqual, gl_mask_threshold);
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else state.AlphaFunc(Alpha_GEqual, 0.f);
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}
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state.SetMaterial(texture, UF_Texture, 0, 0/*flags & 3*/, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetMaterial(texture, UF_Texture, 0, sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetLightIndex(dynlightindex);
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state.Draw(DT_Triangles, vertindex, vertcount);
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@ -133,7 +133,7 @@ void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
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// The shade rgb from the tint is ignored here.
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state.SetColorAlpha(PalEntry(255, globalr, globalg, globalb), alpha);
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state.SetMaterial(texture, UF_Texture, 0, 0/*flags & 3*/, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetMaterial(texture, UF_Texture, 0, CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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if (!modelframe)
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@ -192,7 +192,7 @@ void HWWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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{
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//int tmode = state.GetTextureMode();
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state.SetMaterial(texture, UF_Texture, 0, 0/*flags & 3*/, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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state.SetMaterial(texture, UF_Texture, 0, sprite == nullptr? CLAMP_NONE : CLAMP_XY, TRANSLATION(Translation_Remap + curbasepal, palette), -1);
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SetLightAndFog(state);
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