- 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

@ -300,7 +300,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
visstyle_t vis;
vis.RenderStyle=playermo->RenderStyle;
vis.alpha=playermo->Alpha;
vis.Alpha=playermo->Alpha;
vis.colormap = NULL;
if (playermo->Inventory)
{
@ -350,7 +350,7 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
}
else if (trans == 0.f)
{
trans = FIXED2FLOAT(vis.alpha);
trans = vis.Alpha;
}
// now draw the different layers of the weapon