From 9e7230de34af66bd9b6e35ac93802173d4d6be14 Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Wed, 25 Sep 2013 09:19:21 +0200 Subject: [PATCH] Disabled tunnel vision. Fixes #33 Red screen flash on damage does not dissapear until load or full health --- neo/d3xp/PlayerView.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/neo/d3xp/PlayerView.cpp b/neo/d3xp/PlayerView.cpp index ffbe7623..c45329fc 100644 --- a/neo/d3xp/PlayerView.cpp +++ b/neo/d3xp/PlayerView.cpp @@ -516,6 +516,10 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM // tunnel vision + /* + RB: disabled tunnel vision because the renderer converts colors set by SetColor4 to bytes which are clamped to [0,255] + so materials that want to access float values greater than 1 with parm0 - parm3 are always broken + float health = 0.0f; if( g_testHealthVision.GetFloat() != 0.0f ) { @@ -540,6 +544,8 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.slow.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha ); renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial ); } + RB end + */ if( bfgVision ) {