mirror of
https://github.com/melonDS-emu/melonDS.git
synced 2025-07-23 14:19:55 -06:00
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:
@ -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);
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user