Transparent textures no longer cast shadows in transparent parts

master
Tomasz Kapuściński 2015-05-11 18:00:02 +02:00
parent 0b2f00530b
commit b033e35385
2 changed files with 3 additions and 0 deletions

View File

@ -3620,6 +3620,8 @@ void CEngine::RenderShadowMap()
{
EngineBaseObjTexTier& p2 = p1.next[l2];
SetTexture(p2.tex1, 0);
for (int l3 = 0; l3 < static_cast<int>(p2.next.size()); l3++)
{
EngineBaseObjLODTier& p3 = p2.next[l3];

View File

@ -299,6 +299,7 @@ bool CGLDevice::Create()
// Minimal depth bias to avoid Z-fighting
//SetDepthBias(0.001f);
glAlphaFunc(GL_GREATER, 0.1f);
// Set just to be sure
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);