fix multipass path doesn't clear 2nd texture unit if model doesn't have 2nd material

This commit is contained in:
Chris Danford
2005-04-26 08:11:30 +00:00
parent 0f7ab90e7f
commit 0ec148b4f0
+9 -5
View File
@@ -413,11 +413,6 @@ void Model::DrawPrimitives()
}
else
{
// render the diffuse texture with texture unit 1
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
// render the additive texture with texture unit 2
if( mat.alpha.GetCurrentTexture() )
{
@@ -427,7 +422,16 @@ void Model::DrawPrimitives()
DISPLAY->SetTextureModeAdd();
DISPLAY->SetTextureFiltering( true );
}
else
{
DISPLAY->SetTexture( 1, NULL );
}
// render the diffuse texture with texture unit 1
DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
/* go */
DrawMesh( i );