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authorZack Middleton <zturtleman@gmail.com>2013-12-06 23:02:00 -0600
committerTim Angus <tim@ngus.net>2014-06-17 17:43:37 +0100
commite0b2c4cc86f1e1a19498d8bc899729e5d178cff8 (patch)
treea3f880333034ba6789451780e64991a07f363ee5 /src/renderergl1/tr_image.c
parente16578155885685774c09e64f31e2b1466cebcf8 (diff)
Fix white flash levelshot bug in OpenGL1
If you tried to draw the last loaded image, gl texture 0 (which is appearently white) was used because renderer thought the image was already bound. Why OpenGL1 renderer binds texture 0, I have no idea. It's been removed from OpenGL2.
Diffstat (limited to 'src/renderergl1/tr_image.c')
-rw-r--r--src/renderergl1/tr_image.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/renderergl1/tr_image.c b/src/renderergl1/tr_image.c
index e91df62f..d66661c6 100644
--- a/src/renderergl1/tr_image.c
+++ b/src/renderergl1/tr_image.c
@@ -901,6 +901,8 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height,
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
+ // FIXME: this stops fog from setting border color?
+ glState.currenttextures[glState.currenttmu] = 0;
qglBindTexture( GL_TEXTURE_2D, 0 );
if ( image->TMU == 1 ) {