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author | Zack Middleton <zturtleman@gmail.com> | 2013-12-06 23:02:00 -0600 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2014-06-17 17:43:37 +0100 |
commit | e0b2c4cc86f1e1a19498d8bc899729e5d178cff8 (patch) | |
tree | a3f880333034ba6789451780e64991a07f363ee5 /src/renderergl1/tr_image.c | |
parent | e16578155885685774c09e64f31e2b1466cebcf8 (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.c | 2 |
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 ) { |