Disabled tunnel vision. Fixes #33 Red screen flash on damage does not dissapear until load or full health

This commit is contained in:
Robert Beckebans 2013-09-25 09:19:21 +02:00
parent c603add210
commit 9e7230de34

View file

@ -516,6 +516,10 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM
// tunnel vision // 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; float health = 0.0f;
if( g_testHealthVision.GetFloat() != 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->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 ); renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
} }
RB end
*/
if( bfgVision ) if( bfgVision )
{ {