From 56fbdfdad3ab828ca02f8c602669e75fc1f42b68 Mon Sep 17 00:00:00 2001 From: Sryder13 <sryder13@gmail.com> Date: Sat, 5 Apr 2014 22:13:09 +0100 Subject: [PATCH] OpenGL Translucent Midtexture Fix Translucent Midtextures using holes with textures in them now work when there is no FOF's above their sector. --- src/hardware/hw_main.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index c59cc28d8..341845a1d 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1654,12 +1654,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac) break; } if (grTex->mipmap.flags & TF_TRANSPARENT) - blendmode = PF_Environment; + blendmode = PF_Translucent; if (gr_frontsector->numlights) { if (!(blendmode & PF_Masked)) - HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS|FF_TRANSLUCENT); + HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT); else HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS); } -- GitLab