- added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass.
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2 changed files with 26 additions and 3 deletions
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@ -923,7 +923,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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// This is a non-translucent sprite (i.e. STYLE_Normal or equivalent)
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trans=1.f;
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if (!gl_sprite_blend || modelframe || (thing->renderflags & RF_SPRITETYPEMASK) == RF_WALLSPRITE)
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if (!gl_sprite_blend || modelframe || (thing->renderflags & (RF_FLATSPRITE|RF_WALLSPRITE)) || gl_billboard_faces_camera)
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{
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RenderStyle.SrcAlpha = STYLEALPHA_One;
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RenderStyle.DestAlpha = STYLEALPHA_Zero;
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@ -934,8 +934,6 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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RenderStyle.SrcAlpha = STYLEALPHA_Src;
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RenderStyle.DestAlpha = STYLEALPHA_InvSrc;
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}
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}
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if ((gltexture && gltexture->GetTransparent()) || (RenderStyle.Flags & STYLEF_RedIsAlpha))
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{
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