- made AActor::alpha a floating point value
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency. - simplified some overly complicated translucency multiplications in the SBARINFO code.
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parent
b29058c1ab
commit
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50 changed files with 235 additions and 216 deletions
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@ -755,7 +755,7 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
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// Don't waste time projecting sprites that are definitely not visible.
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if (thing == NULL ||
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(thing->renderflags & RF_INVISIBLE) ||
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!thing->RenderStyle.IsVisible(thing->alpha) ||
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!thing->RenderStyle.IsVisible(thing->Alpha) ||
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!thing->IsVisibleToPlayer())
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{
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return;
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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 = thing->alpha;
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vis->Style.alpha = FLOAT2FIXED(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 = thing->alpha;
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vis->Style.alpha = FLOAT2FIXED(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 = owner->alpha;
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vis->Style.alpha = FLOAT2FIXED(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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