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author | Arisotura <thetotalworm@gmail.com> | 2019-11-03 09:55:52 +0100 |
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committer | Arisotura <thetotalworm@gmail.com> | 2019-11-03 09:55:52 +0100 |
commit | c064f738ea55502a6aa2babf8e56ce915cffb80e (patch) | |
tree | d9e519c995d22178f104dee65cd98346a0bb8ea3 | |
parent | b641ccaf35b68cfe465257c57cb2a6dda039bc46 (diff) |
OpenGL: fix bug when rendering translucent polygons coming after shadow polygons, against a zero-alpha clear-plane (would use wrong shader, resulting in broken transparency)
-rw-r--r-- | src/GPU3D_OpenGL.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp index d616e1c..6abb1ab 100644 --- a/src/GPU3D_OpenGL.cpp +++ b/src/GPU3D_OpenGL.cpp @@ -807,7 +807,6 @@ void RenderSceneChunk(int y, int h) else glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE); - UseRenderShader(flags | RenderFlag_Trans); glLineWidth(1.0); if (NumOpaqueFinalPolys > -1) @@ -843,6 +842,8 @@ void RenderSceneChunk(int y, int h) } else if (rp->PolyData->Translucent) { + UseRenderShader(flags | RenderFlag_Trans); + // zorp glDepthFunc(GL_LESS); |