- adjustments to GL renderer for decal and alpha changes.

- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
This commit is contained in:
Christoph Oelckers 2016-03-22 23:19:21 +01:00
commit eadecaf407
5 changed files with 47 additions and 26 deletions

View file

@ -375,7 +375,7 @@ void FGLRenderer::DrawTexture(FTexture *img, DCanvas::DrawParms &parms)
{
color = PalEntry(light, light, light);
}
color.a = Scale(parms.alpha, 255, FRACUNIT);
color.a = (BYTE)(parms.Alpha * 255);
// scissor test doesn't use the current viewport for the coordinates, so use real screen coordinates
int btm = (SCREENHEIGHT - screen->GetHeight()) / 2;