- 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:
parent
eee5143b26
commit
eadecaf407
5 changed files with 47 additions and 26 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue