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);
 			}
-- 
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