else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
layer->blendfunc[k] = GL_DST_COLOR;
else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
- layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+ layer->blendfunc[k] = GL_DST_ALPHA;
else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
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;
// 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;
-#endif
if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
layer->texflags |= TEXF_MIPMAP;