- 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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50 changed files with 235 additions and 216 deletions
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@ -593,7 +593,7 @@ int FMultiPatchTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rota
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memset (&info, 0, sizeof(info));
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info.alpha = Parts[i].Alpha;
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info.invalpha = FRACUNIT - info.alpha;
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info.invalpha = OPAQUE - info.alpha;
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info.op = ECopyOp(Parts[i].op);
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PalEntry b = Parts[i].Blend;
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if (b.a == 0 && b != BLEND_NONE)
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@ -1165,7 +1165,7 @@ void FMultiPatchTexture::ParsePatch(FScanner &sc, TexPart & part, bool silent, i
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else if (sc.Compare("alpha"))
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{
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sc.MustGetFloat();
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part.Alpha = clamp(FLOAT2FIXED(sc.Float), 0, FRACUNIT);
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part.Alpha = clamp<fixed_t>(FLOAT2FIXED(sc.Float), 0, OPAQUE);
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// bComplex is not set because it is only needed when the style is not OP_COPY.
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}
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else if (sc.Compare("style"))
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