// now render the decals all at once
// (this assumes they all use one particle font texture!)
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic(particletexture[63].texture, NULL, GL_MODULATE, 1, false, false, true);
R_Mesh_PrepareVertices_Generic_Arrays(numsurfaces * 4, particle_vertex3f, particle_color4f, particle_texcoord2f);
R_Mesh_Draw(0, numsurfaces * 4, 0, numsurfaces * 2, NULL, NULL, 0, particle_elements, NULL, 0);
}
if (texture != particletexture[p->texnum].texture)
{
texture = particletexture[p->texnum].texture;
- R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false);
+ R_SetupShader_Generic(texture, NULL, GL_MODULATE, 1, false, false, false);
}
if (p->blendmode == PBLEND_INVMOD)