- added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass.

This commit is contained in:
Christoph Oelckers 2016-09-18 17:45:02 +02:00
commit ceaa040750
2 changed files with 26 additions and 3 deletions

View file

@ -923,7 +923,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
trans=1.f;
if (!gl_sprite_blend || modelframe || (thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
if (!gl_sprite_blend || modelframe || (thing->renderflags & (RF_FLATSPRITE|RF_WALLSPRITE)) || gl_billboard_faces_camera)
{
RenderStyle.SrcAlpha = STYLEALPHA_One;
RenderStyle.DestAlpha = STYLEALPHA_Zero;
@ -934,8 +934,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
RenderStyle.SrcAlpha = STYLEALPHA_Src;
RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
}
}
if ((gltexture && gltexture->GetTransparent()) || (RenderStyle.Flags & STYLEF_RedIsAlpha))
{