- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha values instead of inverted ones. - Changed FRemapTable so that all palette entries must contain proper alpha values. - Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check. - Changed: The boss brain's explosions play weapons/rocklx which is an unlimited sound. This can become extremely loud. Replaced with a new sound which is just an alias to weapons/rocklx but has a limit of 4. SVN r932 (trunk)
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20 changed files with 298 additions and 105 deletions
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@ -462,13 +462,13 @@ int FPCXTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, FCo
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c=0x0c; // Apparently there's many non-compliant PCXs out there...
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if (c !=0x0c)
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{
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for(int i=0;i<256;i++) pe[i]=PalEntry(0,i,i,i); // default to a gray map
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for(int i=0;i<256;i++) pe[i]=PalEntry(255,i,i,i); // default to a gray map
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}
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else for(int i=0;i<256;i++)
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{
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BYTE r,g,b;
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lump >> r >> g >> b;
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pe[i] = PalEntry(r,g,b);
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pe[i] = PalEntry(255, r,g,b);
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}
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lump.Seek(sizeof(header), SEEK_SET);
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ReadPCX8bits (Pixels, lump, &header);
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