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- fixed: in palette emulation mode, assume all textures to be non-translucent.
These need to force an alpha test, which is disabled for textures with translucent texels.
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@ -70,7 +70,7 @@ void HWSprite::DrawSprite(HWDrawInfo* di, FRenderState& state, bool translucent)
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state.SetRenderStyle(RenderStyle);
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state.SetRenderStyle(RenderStyle);
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state.SetTextureMode(RenderStyle);
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state.SetTextureMode(RenderStyle);
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if (texture && !checkTranslucentReplacement(texture->GetID(), palette)) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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if (texture && (hw_int_useindexedcolortextures || !checkTranslucentReplacement(texture->GetID(), palette))) state.AlphaFunc(Alpha_GEqual, texture->alphaThreshold);
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else state.AlphaFunc(Alpha_Greater, 0.f);
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else state.AlphaFunc(Alpha_Greater, 0.f);
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if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
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if (RenderStyle.BlendOp == STYLEOP_Add && RenderStyle.DestAlpha == STYLEALPHA_One)
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