From c064f738ea55502a6aa2babf8e56ce915cffb80e Mon Sep 17 00:00:00 2001 From: Arisotura Date: Sun, 3 Nov 2019 09:55:52 +0100 Subject: [PATCH] OpenGL: fix bug when rendering translucent polygons coming after shadow polygons, against a zero-alpha clear-plane (would use wrong shader, resulting in broken transparency) --- src/GPU3D_OpenGL.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp index d616e1c7..6abb1abc 100644 --- a/src/GPU3D_OpenGL.cpp +++ b/src/GPU3D_OpenGL.cpp @@ -807,7 +807,6 @@ void RenderSceneChunk(int y, int h) else glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE); - UseRenderShader(flags | RenderFlag_Trans); glLineWidth(1.0); if (NumOpaqueFinalPolys > -1) @@ -843,6 +842,8 @@ void RenderSceneChunk(int y, int h) } else if (rp->PolyData->Translucent) { + UseRenderShader(flags | RenderFlag_Trans); + // zorp glDepthFunc(GL_LESS);