From 6b5a9cdd1e7897ad82964d78a407e84dbcc3a924 Mon Sep 17 00:00:00 2001 From: NepDisk Date: Sat, 26 Jul 2025 18:22:11 -0400 Subject: [PATCH] Add support for RF_ALWAYSONTOP in OpenGL --- src/hardware/hw_main.c | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 49f11b113..de5e6d9f0 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3440,6 +3440,11 @@ static void HWR_SplitSprite(gl_vissprite_t *spr) return; // cap blend = HWR_SurfaceBlend(blendmode, trans, &Surf); + + // if sprite has PF_ALWAYSONTOP, draw on top of everything. + if (cv_debugrender_spriteclip.value || spr->mobj->renderflags & RF_ALWAYSONTOP) + blend |= PF_NoDepthTest; + if (!trans && !blendmode) { // BP: i agree that is little better in environement but it don't @@ -3937,6 +3942,11 @@ static void HWR_DrawSprite(gl_vissprite_t *spr) return; // cap blend = HWR_SurfaceBlend(blendmode, trans, &Surf); + + // if sprite has PF_ALWAYSONTOP, draw on top of everything. + if (cv_debugrender_spriteclip.value || spr->mobj->renderflags & RF_ALWAYSONTOP) + blend |= PF_NoDepthTest; + if (!trans && !blendmode) { // BP: i agree that is little better in environement but it don't