void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
{
R_Shadow_RenderMode_Reset();
- GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
if (!r_showtrispass)
R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
//R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
- GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
CHECKGLERROR
}