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