- moved hw_renderstate.h to hwrenderer folder and renamed one GL constant it was using.

This commit is contained in:
Christoph Oelckers 2018-10-20 18:37:12 +02:00
commit 510aa600dd
10 changed files with 317 additions and 270 deletions

View file

@ -63,20 +63,20 @@ void FDrawInfo::DrawPSprite (HUDSprite *huds)
if (huds->mframe)
{
gl_RenderState.AlphaFunc(GL_GEQUAL, 0);
gl_RenderState.AlphaFunc(Alpha_GEqual, 0);
FGLModelRenderer renderer(this, huds->lightindex);
renderer.RenderHUDModel(huds->weapon, huds->mx, huds->my);
}
else
{
float thresh = (huds->tex->tex->GetTranslucency() || huds->OverrideShader != -1) ? 0.f : gl_mask_sprite_threshold;
gl_RenderState.AlphaFunc(GL_GEQUAL, thresh);
gl_RenderState.AlphaFunc(Alpha_GEqual, thresh);
gl_RenderState.SetMaterial(huds->tex, CLAMP_XY_NOMIP, 0, huds->OverrideShader, !!(huds->RenderStyle.Flags & STYLEF_RedIsAlpha));
gl_RenderState.Apply();
GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, huds->mx, 4);
}
gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_sprite_threshold);
gl_RenderState.AlphaFunc(Alpha_GEqual, gl_mask_sprite_threshold);
gl_RenderState.SetObjectColor(0xffffffff);
gl_RenderState.SetDynLight(0, 0, 0);
gl_RenderState.EnableBrightmap(false);