- reactivated texture warping.

This commit is contained in:
Christoph Oelckers 2014-05-12 15:13:07 +02:00
commit 9c659b948c
3 changed files with 5 additions and 7 deletions

View file

@ -842,7 +842,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
int maxbound = 0;
bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, tex->gl_info.shaderspeed);
int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
else if (clampmode != -1) clampmode &= 3;
@ -889,7 +889,7 @@ void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture
int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
int maxbound = 0;
int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, tex->gl_info.shaderspeed);
int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, alphatexture);
// The only multitexture effect usable on sprites is the brightmap.