- fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined.
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4 changed files with 13 additions and 4 deletions
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@ -164,7 +164,7 @@ bool FRenderState::ApplyShader()
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activeShader->muFogEnabled.Set(fogset);
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activeShader->muPalLightLevels.Set(static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8));
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activeShader->muGlobVis.Set(GLRenderer->mGlobVis / 32.0f);
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activeShader->muTextureMode.Set(mTextureMode);
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activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
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activeShader->muCameraPos.Set(mCameraPos.vec);
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mFogColor);
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