width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
#if 0
// AK07: lets be texel correct on the corners
#endif
}
else
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
}
else
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
return;
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
// R_Mesh_ResetTextureState();
if (!fontmap)
R_Mesh_TexBind(0, fnt->tex);
- R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1, true);
ac = color4f;
at = texcoord2f;
at = texcoord2f;
av = vertex3f;
}
- R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1, true);
map = ft2_oldstyle_map;
}
}
break;
}
}
- R_SetupShader_Generic(map->pic->tex, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(map->pic->tex, NULL, GL_MODULATE, 1, true);
}
mapch = ch - map->start;
width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
}
else
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
DrawQ_ProcessDrawFlag(flags, hasalpha);
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1, true);
R_Mesh_PrepareVertices_Generic_Arrays(mesh->num_vertices, mesh->data_vertex3f, mesh->data_color4f, mesh->data_texcoord2f);
R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, mesh->data_element3i, NULL, 0, mesh->data_element3s, NULL, 0);
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
CHECKGLERROR
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
//qglLineWidth(width);CHECKGLERROR
}
// all the blends ignore depth
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
GL_DepthMask(true);
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);