- floatification of some alpha parameters.

This commit is contained in:
Christoph Oelckers 2016-03-22 13:35:16 +01:00
commit 1eb106e2c5
9 changed files with 33 additions and 30 deletions

View file

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