Fixed a bit the shadows, they don't cause any more glitches when overlapping translucent polygons
This commit is contained in:
parent
9decebf56f
commit
5c5c64d089
|
@ -968,7 +968,7 @@ static void BeginRenderPoly()
|
|||
{
|
||||
xglEnable(GL_STENCIL_TEST);
|
||||
if(polyID == 0) {
|
||||
enableDepthWrite = true;
|
||||
enableDepthWrite = false;
|
||||
if(stencilStateSet!=0) {
|
||||
stencilStateSet = 0;
|
||||
//when the polyID is zero, we are writing the shadow mask.
|
||||
|
@ -979,7 +979,7 @@ static void BeginRenderPoly()
|
|||
glColorMask(GL_FALSE,GL_FALSE,GL_FALSE,GL_FALSE);
|
||||
}
|
||||
} else {
|
||||
enableDepthWrite = false;
|
||||
enableDepthWrite = true;
|
||||
if(stencilStateSet!=1) {
|
||||
stencilStateSet = 1;
|
||||
//when the polyid is nonzero, we are drawing the shadow poly.
|
||||
|
@ -1209,7 +1209,7 @@ static void GetLine (int line, u16* dst)
|
|||
|
||||
for(int i = 0; i < 256; i++)
|
||||
{
|
||||
u32 stencil = screenStencil[i];
|
||||
// u32 stencil = screenStencil[i];
|
||||
|
||||
//you would use this if you wanted to use the stencil buffer to make decisions here
|
||||
if(!stencil) continue;
|
||||
|
|
Loading…
Reference in New Issue