diff options
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_model.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_model.c')
-rw-r--r-- | src/renderergl1/tr_model.c | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/src/renderergl1/tr_model.c b/src/renderergl1/tr_model.c index bbc8e437..3f7423c3 100644 --- a/src/renderergl1/tr_model.c +++ b/src/renderergl1/tr_model.c @@ -887,11 +887,6 @@ void RE_BeginRegistration( glconfig_t *glconfigOut ) { RE_ClearScene(); tr.registered = qtrue; - - // NOTE: this sucks, for some reason the first stretch pic is never drawn - // without this we'd see a white flash on a level load because the very - // first time the level shot would not be drawn -// RE_StretchPic(0, 0, 0, 0, 0, 0, 1, 1, 0); } //============================================================================= |