diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index c66d38f77..f0ebe723b 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -1527,31 +1527,6 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom wallVerts[1].y = FIXED_TO_FLOAT(l); } - // set alpha for transparent walls - // ooops ! this do not work at all because render order we should render it in backtofront order - if (gl_linedef->blendmode && gl_linedef->blendmode != AST_FOG) - { - if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT) - blendmode = HWR_SurfaceBlend(gl_linedef->blendmode, R_GetLinedefTransTable(gl_linedef->alpha), &Surf); - else - blendmode = HWR_GetBlendModeFlag(gl_linedef->blendmode); - } - else if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT) - blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), &Surf); - else - blendmode = PF_Masked; - - if (gl_curline->polyseg && gl_curline->polyseg->translucency > 0) - { - if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn - { - Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode - blendmode = PF_Masked; - } - else - blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, &Surf); - } - // Render midtextures on two-sided lines with a z-buffer offset. // This will cause the midtexture appear on top, if a FOF overlaps with it. blendmode |= PF_Decal; @@ -2239,7 +2214,7 @@ static void HWR_AddLine(seg_t * line) angle2 = R_PointToAngle64(v2x, v2y); // PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle! - if (angle2 - angle1 < ANGLE_180 || !gl_curline->linedef) + if (angle2 - angle1 < ANGLE_180) return; // PrBoom: use REAL clipping math YAYYYYYYY!!!