- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.

This commit is contained in:
Christoph Oelckers 2014-09-09 12:00:42 +02:00
commit 4bb320a27c
16 changed files with 37 additions and 35 deletions

View file

@ -96,7 +96,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
if (!tex) return;
tex->Bind(CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
int vw = viewwidth;
int vh = viewheight;