yellow wanted me to push this cus it fixed md2 translucency for her test cases

git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9045 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
This commit is contained in:
RedEnchilada 2015-02-20 02:21:03 +00:00 committed by Alam Ed Arias
parent ada9b6a9ea
commit 308a958653

View file

@ -1910,6 +1910,13 @@ EXPORT void HWRAPI(DrawMD2i) (INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 d
pglRotatef(pos->anglex, -1.0f, 0.0f, 0.0f); pglRotatef(pos->anglex, -1.0f, 0.0f, 0.0f);
//pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency //pglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
// Remove depth mask when the model is transparent so it doesn't cut thorugh sprites // SRB2CBTODO: For all stuff too?!
if (color[3] < 255)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // alpha = level of transparency
glDepthMask(GL_FALSE);
}
val = *gl_cmd_buffer++; val = *gl_cmd_buffer++;
while (val != 0) while (val != 0)