- fixed: Camera textures must always be drawn with texture mode opaque, because the contents of their alpha channels are undefined.

This commit is contained in:
Christoph Oelckers 2018-03-01 13:52:23 +01:00
commit 685e5c1e95
4 changed files with 13 additions and 4 deletions

View file

@ -164,7 +164,7 @@ bool FRenderState::ApplyShader()
activeShader->muFogEnabled.Set(fogset);
activeShader->muPalLightLevels.Set(static_cast<int>(gl_bandedswlight) | (static_cast<int>(gl_fogmode) << 8));
activeShader->muGlobVis.Set(GLRenderer->mGlobVis / 32.0f);
activeShader->muTextureMode.Set(mTextureMode);
activeShader->muTextureMode.Set(mTextureMode == TM_MODULATE && mTempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode);
activeShader->muCameraPos.Set(mCameraPos.vec);
activeShader->muLightParms.Set(mLightParms);
activeShader->muFogColor.Set(mFogColor);