- fixed brightmaps.

They are no longer run through the texture postprocessor and the shader now applies them correctly.
This commit is contained in:
Christoph Oelckers 2020-02-18 20:43:16 +01:00
parent de59841961
commit 6282062492
2 changed files with 11 additions and 18 deletions

View file

@ -96,7 +96,7 @@ FHardwareTexture* GLInstance::CreateTrueColorTexture(FTexture* tex, int palid, b
{
auto palette = palid < 0? nullptr : palmanager.GetPaletteData(palid);
if (palid >= 0 && palette == nullptr) return nullptr;
auto texbuffer = tex->CreateTexBuffer(palette, CTF_ProcessData);
auto texbuffer = tex->CreateTexBuffer(palette, checkfulltransparency? 0: CTF_ProcessData);
// Check if the texture is fully transparent. When creating a brightmap such textures can be discarded.
if (checkfulltransparency)
{