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- fixed use of brightmaps.
Due to the blending they are essentially inactive on translucent content and Duke Nukem heavily abuses this.
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7 changed files with 44 additions and 6 deletions
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@ -226,6 +226,7 @@ void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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if (activeShader == polymostShader)
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{
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if (istrans) renderState.Flags &= ~RF_Brightmapping; // The way the colormaps are set up means that brightmaps cannot be used on translucent content at all.
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renderState.Apply(polymostShader);
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if (renderState.VertexBuffer != LastVertexBuffer || LastVB_Offset[0] != renderState.VB_Offset[0] || LastVB_Offset[1] != renderState.VB_Offset[1])
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{
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@ -400,6 +401,7 @@ void GLInstance::SetCull(int type, int winding)
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void GLInstance::SetColor(float r, float g, float b, float a)
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{
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glVertexAttrib4f(2, r, g, b, a);
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istrans = (a != 1);
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}
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void GLInstance::SetDepthFunc(int func)
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