o Fixed issue with some HUD icons rendered too brightly.

o Changed the order the upgrade icons are drawn so it looks more like a stack.

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@453 67975925-1194-0748-b3d5-c16f83f1a3a1
This commit is contained in:
tankefugl 2006-05-06 20:12:22 +00:00
parent 084eb4714a
commit a8372fca14
1 changed files with 4 additions and 4 deletions

View File

@ -3355,7 +3355,7 @@ void AvHHud::RenderMarineUI()
AvHSpriteSetRenderMode(kRenderTransAdd);
AvHSpriteEnableClippingRect(false);
AvHSpriteSetColor(1, 1, 1, this->GetGammaSlope());
AvHSpriteSetColor(1, 1, 1);
AvHSpriteDraw(mMarineUpgradesSprite, 0, x1, y1, x2, y2, theStartU, theStartV, theEndU, theEndV);
}
@ -3387,7 +3387,7 @@ void AvHHud::RenderMarineUI()
AvHSpriteSetRenderMode(kRenderTransAdd);
AvHSpriteEnableClippingRect(false);
AvHSpriteSetColor(1, 1, 1, this->GetGammaSlope());
AvHSpriteSetColor(1, 1, 1);
AvHSpriteDraw(mMarineUpgradesSprite, theFrame, x1, y1, x2, y2, theStartU, theStartV, theEndU, theEndV);
}
}
@ -3934,7 +3934,7 @@ void AvHHud::RenderAlienUI()
theNumDrawnInCategory[theCategory]++;
int theLevelOfUpgrade = AvHGetAlienUpgradeLevel(theUpgradeVar, theUpgradeMask);
for(int theLevel = 0; theLevel < theLevelOfUpgrade; theLevel++)
for(int theLevel = theLevelOfUpgrade; theLevel > 0; theLevel--)
{
// Draw them slightly overlapping
const float kOffset = .01f;
@ -3971,7 +3971,7 @@ void AvHHud::RenderAlienUI()
numSprites=this->mNumMovement;
break;
}
for ( int j=0; j< numSprites; j++ ) {
for ( int j = numSprites; j > 0; j-- ) {
const float kOffset = .01f;
int theFrame = theCategory-1;