The fade masks textures should use an alpha format

So they don't get effected by the texture format set by the screen depth
GL_RGB5_A1 from 16-bit was removing all alpha from the texture
This commit is contained in:
Sean Ryder 2016-04-29 18:58:20 +01:00
parent 69b43aee2d
commit 55a1de899c
1 changed files with 20 additions and 0 deletions

View File

@ -1470,6 +1470,26 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
else
pglTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
}
else if (pTexInfo->grInfo.format == GR_TEXFMT_ALPHA_8)
{
//pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
if (MipMap)
{
pgluBuild2DMipmaps(GL_TEXTURE_2D, GL_ALPHA, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
#ifdef GL_TEXTURE_MIN_LOD
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, 0);
#endif
#ifdef GL_TEXTURE_MAX_LOD
if (pTexInfo->flags & TF_TRANSPARENT)
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 0); // No mippmaps on transparent stuff
else
pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
#endif
//pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR_MIPMAP_LINEAR);
}
else
pglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, ptex);
}
else
{
if (MipMap)