layer->texflags |= TEXF_ALPHA;
break;
}
+
+ // nasty hack because DP treats this the same as GL_SRC_ALPHA GL_ONE
+ if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
+ layer->texflags |= TEXF_ALPHA;
+
if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
layer->texflags |= TEXF_MIPMAP;
if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))