remove duplicated midtexture blendmode/visability check in ogl
HWR_BlendMidtextureSurface already takes care of that earlier
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3b168b2b55
1 changed files with 1 additions and 26 deletions
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@ -1527,31 +1527,6 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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wallVerts[1].y = FIXED_TO_FLOAT(l);
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}
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// set alpha for transparent walls
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// ooops ! this do not work at all because render order we should render it in backtofront order
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if (gl_linedef->blendmode && gl_linedef->blendmode != AST_FOG)
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{
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if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT)
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blendmode = HWR_SurfaceBlend(gl_linedef->blendmode, R_GetLinedefTransTable(gl_linedef->alpha), &Surf);
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else
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blendmode = HWR_GetBlendModeFlag(gl_linedef->blendmode);
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}
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else if (gl_linedef->alpha >= 0 && gl_linedef->alpha < FRACUNIT)
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blendmode = HWR_TranstableToAlpha(R_GetLinedefTransTable(gl_linedef->alpha), &Surf);
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else
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blendmode = PF_Masked;
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if (gl_curline->polyseg && gl_curline->polyseg->translucency > 0)
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{
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if (gl_curline->polyseg->translucency >= NUMTRANSMAPS) // wall not drawn
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{
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Surf.PolyColor.s.alpha = 0x00; // This shouldn't draw anything regardless of blendmode
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blendmode = PF_Masked;
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}
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else
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blendmode = HWR_TranstableToAlpha(gl_curline->polyseg->translucency, &Surf);
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}
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// Render midtextures on two-sided lines with a z-buffer offset.
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// This will cause the midtexture appear on top, if a FOF overlaps with it.
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blendmode |= PF_Decal;
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@ -2239,7 +2214,7 @@ static void HWR_AddLine(seg_t * line)
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angle2 = R_PointToAngle64(v2x, v2y);
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// PrBoom: Back side, i.e. backface culling - read: endAngle >= startAngle!
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if (angle2 - angle1 < ANGLE_180 || !gl_curline->linedef)
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if (angle2 - angle1 < ANGLE_180)
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return;
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// PrBoom: use REAL clipping math YAYYYYYYY!!!
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