From b9ce0e08d3e1017754b4ca3083ee8ce1343bf0f5 Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 21 Mar 2006 10:28:43 +0000 Subject: [PATCH] fix alpha blended textures in GLSL lighting path git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6162 d7cf8633-e32d-0410-b094-e92efae38249 --- r_shadow.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/r_shadow.c b/r_shadow.c index fce43378..dfa7d99b 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -915,7 +915,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void) void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) { R_Shadow_RenderMode_Reset(); - GL_BlendFunc(GL_ONE, GL_ONE); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); GL_DepthTest(true); if (!r_showtrispass) @@ -950,7 +950,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix - GL_BlendFunc(GL_ONE, GL_ONE); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0); CHECKGLERROR } -- 2.39.2