Don't draw translucent stuff with indexed textures
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1 changed files with 2 additions and 2 deletions
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@ -834,14 +834,14 @@ void HWDrawInfo::RenderScene(FRenderState &state)
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drawlists[GLDL_MODELS].Draw(this, state, false);
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state.SetPaletteMode(false); // Translucent stuff uses other rules in the software renderer. We don't support that right now.
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state.SetRenderStyle(STYLE_Translucent);
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// Part 4: Draw decals (not a real pass)
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state.SetDepthFunc(DF_LEqual);
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DrawDecals(state, Decals[0]);
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state.SetPaletteMode(false);
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RenderAll.Unclock();
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}
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