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)

This commit is contained in:
Arisotura 2019-11-03 09:55:52 +01:00
parent b641ccaf35
commit c064f738ea

View File

@ -807,7 +807,6 @@ void RenderSceneChunk(int y, int h)
else else
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE); glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);
UseRenderShader(flags | RenderFlag_Trans);
glLineWidth(1.0); glLineWidth(1.0);
if (NumOpaqueFinalPolys > -1) if (NumOpaqueFinalPolys > -1)
@ -843,6 +842,8 @@ void RenderSceneChunk(int y, int h)
} }
else if (rp->PolyData->Translucent) else if (rp->PolyData->Translucent)
{ {
UseRenderShader(flags | RenderFlag_Trans);
// zorp // zorp
glDepthFunc(GL_LESS); glDepthFunc(GL_LESS);