mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- workaround for Ion Fury display glitches on the first map.
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
This commit is contained in:
parent
2703823ac4
commit
ab6e87b5f8
2 changed files with 1 additions and 2 deletions
|
@ -3162,7 +3162,7 @@ void polymost_drawrooms()
|
|||
polymost_outputGLDebugMessage(3, "polymost_drawrooms()");
|
||||
|
||||
#ifdef YAX_ENABLE
|
||||
if (yax_polymostclearzbuffer)
|
||||
//if (yax_polymostclearzbuffer)
|
||||
#endif
|
||||
{
|
||||
GLInterface.ClearDepth();
|
||||
|
|
|
@ -211,7 +211,6 @@ void GLInstance::DrawElement(EDrawType type, size_t start, size_t count, Polymos
|
|||
{
|
||||
if (activeShader == polymostShader)
|
||||
{
|
||||
glVertexAttrib4fv(2, renderState.Color);
|
||||
glVertexAttrib4fv(2, renderState.Color);
|
||||
if (renderState.Color[3] != 1.f) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
|
||||
renderState.Apply(polymostShader, lastState);
|
||||
|
|
Loading…
Reference in a new issue