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OpenGL Translucent Midtexture Fix
Translucent Midtextures using holes with textures in them now work when there is no FOF's above their sector.
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1 changed files with 2 additions and 2 deletions
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@ -1654,12 +1654,12 @@ static void HWR_StoreWallRange(double startfrac, double endfrac)
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break;
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break;
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}
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}
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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if (grTex->mipmap.flags & TF_TRANSPARENT)
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blendmode = PF_Environment;
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blendmode = PF_Translucent;
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if (gr_frontsector->numlights)
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if (gr_frontsector->numlights)
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{
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{
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if (!(blendmode & PF_Masked))
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if (!(blendmode & PF_Masked))
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HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS|FF_TRANSLUCENT);
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HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_TRANSLUCENT);
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else
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else
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HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
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HWR_SplitWall(gr_frontsector, wallVerts, gr_midtexture, &Surf, FF_CUTSOLIDS);
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}
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}
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