remove duplicated midtexture blendmode/visability check in ogl

HWR_BlendMidtextureSurface already takes care of that earlier
This commit is contained in:
Alug 2025-07-19 17:00:28 +02:00
parent b21f70854e
commit 3b168b2b55

View file

@ -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!!!