From 87f855b41913b79e1e4a5916ce06655a0f4df56a Mon Sep 17 00:00:00 2001 From: titiger Date: Sun, 15 Dec 2013 00:12:25 +0100 Subject: [PATCH] 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. --- source/glest_game/graphics/renderer.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/source/glest_game/graphics/renderer.cpp b/source/glest_game/graphics/renderer.cpp index 52283cf7..1bed1bb9 100644 --- a/source/glest_game/graphics/renderer.cpp +++ b/source/glest_game/graphics/renderer.cpp @@ -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