steelstorm's light interactions with transparent materials, until this
issue can be investigated properly this code will be disabled
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11324
d7cf8633-e32d-0410-b094-
e92efae38249
shader.textureblendalpha = true;
}
}
shader.textureblendalpha = true;
}
}
+#if 1
+ // LordHavoc: use this code until divVerent is able to fix the other code
+ layer->texflags = TEXF_ALPHA;
+#else
layer->texflags = 0;
if (layer->alphatest)
layer->texflags |= TEXF_ALPHA;
layer->texflags = 0;
if (layer->alphatest)
layer->texflags |= TEXF_ALPHA;
// nasty hack because DP treats this the same as GL_SRC_ALPHA GL_ONE
if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
layer->texflags |= TEXF_ALPHA;
// nasty hack because DP treats this the same as GL_SRC_ALPHA GL_ONE
if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
layer->texflags |= TEXF_ALPHA;
if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
layer->texflags |= TEXF_MIPMAP;
if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
layer->texflags |= TEXF_MIPMAP;