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EMI: Check another bit in the mesh face flags to enable blending.
Bit 0x40000 in the mesh face flags (set only in the intro) should enable blending, too. This fix lets the various screens of the intro fade into each other.
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@ -63,7 +63,8 @@ public:
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EMIModel *_parent;
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enum MeshFaceFlags {
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kAlphaBlend = 0x10000
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kAlphaBlend = 0x10000,
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kUnknownBlend = 0x40000 // used only in intro screen actors
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};
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EMIMeshFace() : _faceLength(0), _numFaces(0), _hasTexture(0), _texID(0), _flags(0), _indexes(NULL), _parent(NULL), _indicesEBO(0) { }
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@ -755,7 +755,8 @@ void GfxOpenGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face)
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glEnable(GL_TEXTURE_2D);
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else
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glDisable(GL_TEXTURE_2D);
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if (face->_flags & EMIMeshFace::kAlphaBlend)
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if (face->_flags & EMIMeshFace::kAlphaBlend ||
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face->_flags & EMIMeshFace::kUnknownBlend)
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glEnable(GL_BLEND);
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glBegin(GL_TRIANGLES);
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@ -907,7 +907,8 @@ void GfxOpenGLS::updateEMIModel(const EMIModel* model) {
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}
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void GfxOpenGLS::drawEMIModelFace(const EMIModel* model, const EMIMeshFace* face) {
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if (face->_flags & EMIMeshFace::kAlphaBlend)
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if (face->_flags & EMIMeshFace::kAlphaBlend ||
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face->_flags & EMIMeshFace::kUnknownBlend)
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glEnable(GL_BLEND);
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const EMIModelUserData *mud = (const EMIModelUserData *)model->_userData;
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mud->_shader->use();
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@ -758,7 +758,8 @@ void GfxTinyGL::drawEMIModelFace(const EMIModel *model, const EMIMeshFace *face)
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tglEnable(TGL_TEXTURE_2D);
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else
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tglDisable(TGL_TEXTURE_2D);
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if (face->_flags & EMIMeshFace::kAlphaBlend)
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if (face->_flags & EMIMeshFace::kAlphaBlend ||
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face->_flags & EMIMeshFace::kUnknownBlend)
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tglEnable(TGL_BLEND);
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tglBegin(TGL_TRIANGLES);
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