- fixed alpha for hardware rendered weapon sprites in the software renderer.

This commit is contained in:
Christoph Oelckers 2018-04-08 20:40:29 +02:00
commit e6ce429ca5
2 changed files with 5 additions and 9 deletions

View file

@ -289,10 +289,8 @@ namespace swrenderer
vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffset(0);
// Force it to use software rendering.
// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Also make sure to adjust the similar comment in poly_playersprite.cpp
bool renderToCanvas = true;
//bool renderToCanvas = viewport->RenderingToCanvas;
// Force it to use software rendering when drawing to a canvas texture.
bool renderToCanvas = viewport->RenderingToCanvas;
if (Thread->Viewport->viewpoint.camera->player && (renderToCanvas ||
viewheight == viewport->RenderTarget->GetHeight() ||
@ -487,7 +485,7 @@ namespace swrenderer
DTA_FillColor, sprite.FillColor,
DTA_SpecialColormap, sprite.special,
DTA_ColorOverlay, sprite.overlay.d,
DTA_Color, sprite.LightColor,
DTA_Color, sprite.LightColor | 0xff000000, // the color here does not have a valid alpha component.
DTA_Desaturate, sprite.Desaturate,
TAG_DONE);
}