Lots of graphics fixes.

This commit is contained in:
Justin Marshall
2026-04-23 22:07:20 -07:00
parent 7877bcb26c
commit fba147e7f8
8 changed files with 396 additions and 82 deletions
+10 -3
View File
@@ -500,8 +500,7 @@ void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
// draw the entire surface solid
// draw the entire surface solid
if (drawSolid) {
glDisable(GL_BLEND);
if (drawSolid && !shader->IsSky()) {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
// bind the texture
GL_SelectTexture(0);
@@ -513,6 +512,15 @@ void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
shader->GetBumpImage()->Bind();
glBindNormalMapTexture(shader->GetBumpImage()->texnum);
if (!surf->geo->isSkeletal)
{
glGeometryFlagf(GEOMETRY_FLAG_NONE);
}
else
{
glGeometryFlagf(GEOMETRY_FLAG_SKELETAL);
}
// set texture matrix and texGens. The Quake 4 path needs to know this is a depth fill.
RB_PrepareStageTexturing(pStage, surf, ac);
@@ -524,7 +532,6 @@ void RB_T_FillDepthBuffer( const drawSurf_t *surf ) {
GL_SelectTexture(1);
globalImages->BindNull();
GL_SelectTexture(0);
glEnable(GL_BLEND);
}