- 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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@ -2086,13 +2086,13 @@ bool D3DPal::Update()
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for (i = 0; i < skipat; ++i)
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{
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buff[i] = D3DCOLOR_ARGB(i == 0 ? 0 : 255, pal[i].r, pal[i].g, pal[i].b);
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buff[i] = D3DCOLOR_ARGB(pal[i].a, pal[i].r, pal[i].g, pal[i].b);
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}
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for (++i; i < Remap->NumEntries; ++i)
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{
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buff[i] = D3DCOLOR_ARGB(255, pal[i-1].r, pal[i-1].g, pal[i-1].b);
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buff[i] = D3DCOLOR_ARGB(pal[i].a, pal[i-1].r, pal[i-1].g, pal[i-1].b);
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}
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BorderColor = D3DCOLOR_ARGB(255, pal[i-1].r, pal[i-1].g, pal[i-1].b);
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BorderColor = D3DCOLOR_ARGB(pal[i].a, pal[i-1].r, pal[i-1].g, pal[i-1].b);
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Tex->UnlockRect(0);
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return true;
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