- floatification of some alpha parameters.
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a652c061f6
commit
1eb106e2c5
9 changed files with 33 additions and 30 deletions
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@ -408,7 +408,7 @@ void R_DrawVisSprite (vissprite_t *vis)
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dc_colormap = vis->Style.colormap;
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.alpha, vis->Translation, vis->FillColor);
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mode = R_SetPatchStyle (vis->Style.RenderStyle, vis->Style.Alpha, vis->Translation, vis->FillColor);
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if (vis->Style.RenderStyle == LegacyRenderStyles[STYLE_Shaded])
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{ // For shaded sprites, R_SetPatchStyle sets a dc_colormap to an alpha table, but
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@ -564,7 +564,7 @@ void R_DrawWallSprite(vissprite_t *spr)
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dc_x = x1;
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ESPSResult mode;
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mode = R_SetPatchStyle (spr->Style.RenderStyle, spr->Style.alpha, spr->Translation, spr->FillColor);
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mode = R_SetPatchStyle (spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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// R_SetPatchStyle can modify basecolormap.
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if (rereadcolormap)
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@ -655,7 +655,7 @@ void R_DrawVisVoxel(vissprite_t *spr, int minslabz, int maxslabz, short *cliptop
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// Do setup for blending.
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dc_colormap = spr->Style.colormap;
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mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.alpha, spr->Translation, spr->FillColor);
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mode = R_SetPatchStyle(spr->Style.RenderStyle, spr->Style.Alpha, spr->Translation, spr->FillColor);
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if (mode == DontDraw)
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{
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@ -1063,7 +1063,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation; // [RH] thing translation table
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vis->FakeFlatStat = fakeside;
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vis->Style.alpha = FLOAT2FIXED(thing->Alpha);
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vis->Style.Alpha = float(thing->Alpha);
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vis->fakefloor = fakefloor;
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vis->fakeceiling = fakeceiling;
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vis->ColormapNum = 0;
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@ -1204,7 +1204,7 @@ static void R_ProjectWallSprite(AActor *thing, fixed_t fx, fixed_t fy, fixed_t f
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vis->FillColor = thing->fillcolor;
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vis->Translation = thing->Translation;
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vis->FakeFlatStat = 0;
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vis->Style.alpha = FLOAT2FIXED(thing->Alpha);
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vis->Style.Alpha = float(thing->Alpha);
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vis->fakefloor = NULL;
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vis->fakeceiling = NULL;
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vis->ColormapNum = 0;
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@ -1388,7 +1388,7 @@ void R_DrawPSprite (pspdef_t* psp, int pspnum, AActor *owner, fixed_t sx, fixed_
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noaccel = false;
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if (pspnum <= ps_flash)
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{
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vis->Style.alpha = FLOAT2FIXED(owner->Alpha);
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vis->Style.Alpha = float(owner->Alpha);
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vis->Style.RenderStyle = owner->RenderStyle;
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// The software renderer cannot invert the source without inverting the overlay
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@ -1665,7 +1665,7 @@ void R_DrawRemainingPlayerSprites()
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DTA_ClipTop, viewwindowy,
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DTA_ClipRight, viewwindowx + viewwidth,
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DTA_ClipBottom, viewwindowy + viewheight,
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DTA_Alpha, vis->Style.alpha,
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DTA_AlphaF, vis->Style.Alpha,
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DTA_RenderStyle, vis->Style.RenderStyle,
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DTA_FillColor, vis->FillColor,
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DTA_SpecialColormap, special,
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