@ Opaque 3D floors are now rendered in the Mask renderpass so that textures with transparent parts are shown correctly.

This commit is contained in:
codeimp 2010-09-17 22:00:21 +00:00
parent 41ee5f66bd
commit 2cf47cc2dd
4 changed files with 20 additions and 6 deletions

View file

@ -128,12 +128,19 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
// the triangles upside down.
if((extrafloor == null) || extrafloor.VavoomType)
SwapTriangleVertices(verts);
// Determine render pass
if(level.alpha < 255)
this.RenderPass = RenderPass.Alpha;
if(extrafloor != null)
{
if(level.alpha < 255)
this.RenderPass = RenderPass.Alpha;
else
this.RenderPass = RenderPass.Mask;
}
else
{
this.RenderPass = RenderPass.Solid;
}
// Apply vertices
base.SetVertices(verts);

View file

@ -129,10 +129,17 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
SwapTriangleVertices(verts);
// Determine render pass
if(level.alpha < 255)
this.RenderPass = RenderPass.Alpha;
if(extrafloor != null)
{
if(level.alpha < 255)
this.RenderPass = RenderPass.Alpha;
else
this.RenderPass = RenderPass.Mask;
}
else
{
this.RenderPass = RenderPass.Solid;
}
// Apply vertices
base.SetVertices(verts);

View file

@ -255,7 +255,7 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
}
else
{
this.RenderPass = RenderPass.Solid;
this.RenderPass = RenderPass.Mask;
}
base.SetVertices(verts);

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