- moved CreateTexBuffer out of the GL code.

This is merely a buffer creation function with no dependencies on the renderer.
This commit is contained in:
Christoph Oelckers 2018-04-01 14:38:48 +02:00
commit 8b79eedfea
12 changed files with 154 additions and 160 deletions

View file

@ -418,7 +418,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
}
else
{
if (!gltexture->GetTransparent()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
if (!gltexture->tex->GetTranslucency()) gl_RenderState.AlphaFunc(GL_GEQUAL, gl_mask_threshold);
else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
gl_SetPlaneTextureRotation(&plane, gltexture);
@ -470,7 +470,7 @@ inline void GLFlat::PutFlat(bool fog)
// translucent 3D floors go into the regular translucent list, translucent portals go into the translucent border list.
list = (renderflags&SSRF_RENDER3DPLANES) ? GLDL_TRANSLUCENT : GLDL_TRANSLUCENTBORDER;
}
else if (gltexture->GetTransparent())
else if (gltexture->tex->GetTranslucency())
{
if (stack)
{