Very tiny fix

This commit is contained in:
Jaime Passos 2019-09-03 23:44:04 -03:00
parent f6d2b5109b
commit f0b4a609a8

View file

@ -1649,26 +1649,15 @@ static void RenderDomeForReal(INT32 skytexture)
EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform) EXPORT void HWRAPI(RenderSkyDome) (INT32 tex, INT32 texture_width, INT32 texture_height, FTransform transform)
{ {
GLint shading_mode = GL_FLAT; SetBlend(PF_Translucent|PF_NoDepthTest|PF_Modulated);
pglGetIntegerv(GL_SHADE_MODEL, &shading_mode); SetTransform(&transform);
pglShadeModel(GL_SMOOTH);
pglDepthMask(false);
pglDisable(GL_DEPTH_TEST);
pglDisable(GL_ALPHA_TEST);
SetBlend(PF_Translucent|PF_Clip|PF_NoZClip|PF_NoDepthTest|PF_Modulated);
texw = texture_width; texw = texture_width;
texh = texture_height; texh = texture_height;
SetTransform(&transform);
RenderDomeForReal(tex); RenderDomeForReal(tex);
pglEnable(GL_ALPHA_TEST); // HWR_DrawSkyBackground left no blend flags after rendering the sky
pglEnable(GL_DEPTH_TEST); SetBlend(0);
pglDepthMask(true);
pglShadeModel(shading_mode);
} }
// ========================================================================== // ==========================================================================