Very transparent parts of textures were cutted away while rendering. It turned out there is only a need to do this for shadows and selection rendering, not for real rendering.

This commit is contained in:
titiger 2013-12-15 00:12:25 +01:00
parent 69a0ae3c6b
commit 87f855b419
1 changed files with 3 additions and 2 deletions

View File

@ -5124,8 +5124,9 @@ void Renderer::renderUnits(const int renderFps) {
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Vec4f(1.0f, 1.0f, 1.0f, alpha).ptr());
}
else {
glEnable(GL_COLOR_MATERIAL);
glAlphaFunc(GL_GREATER, 0.4f);
//this only needs to be done in render fast for selection and shadow calculation. No need to do this in real render
//glEnable(GL_COLOR_MATERIAL);
//glAlphaFunc(GL_GREATER, 0.4f);
}
//render