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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_model.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_model.c')
-rw-r--r--src/renderergl1/tr_model.c5
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);
}
//=============================================================================