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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2025-01-31 04:40:55 +00:00
Fixed, DB2 bug: hlsl effect stream was not rewound when trying to compile it in debug mode, which resulted in always receiving IndexOutOfRangeException when trying to do it.
Fixed, Visual mode: textures on floors, ceilings and single-sided wall parts are now rendered ignoring texture alpha. Changed, Game configurations, Sector_Set3dFloor:160 action: renamed the fourth argument from "Alpha" to "Opacity".
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1479e23ed9
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3 changed files with 8 additions and 5 deletions
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@ -3324,7 +3324,7 @@ zdoom
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}
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arg3
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{
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title = "Alpha";
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title = "Opacity";
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default = 255;
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}
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}
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@ -112,6 +112,9 @@ namespace CodeImp.DoomBuilder.Rendering
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// Compiling failed, try with debug information
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try
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{
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//mxd. Rewind before use!
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fxdata.Seek(0, SeekOrigin.Begin);
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// Compile effect
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fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.Debug, null, out errors);
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if(!string.IsNullOrEmpty(errors))
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@ -169,7 +169,7 @@ float4 ps_fullbright(PixelData pd) : COLOR
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float4 ps_main_highlight(PixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) clip(-1);
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if(tcolor.a == 0) return tcolor;
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// Blend texture color and vertex color
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float4 ncolor = tcolor * pd.color;
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@ -181,7 +181,7 @@ float4 ps_main_highlight(PixelData pd) : COLOR
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float4 ps_fullbright_highlight(PixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) clip(-1);
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if(tcolor.a == 0) return tcolor;
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// Blend texture color and vertex color
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float4 ncolor = tcolor * pd.color;
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@ -204,7 +204,7 @@ float4 getFogColor(LitPixelData pd, float4 color)
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float4 ps_main_fog(LitPixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) clip(-1);
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if(tcolor.a == 0) return tcolor;
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return getFogColor(pd, tcolor * pd.color);
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}
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@ -213,7 +213,7 @@ float4 ps_main_fog(LitPixelData pd) : COLOR
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float4 ps_main_highlight_fog(LitPixelData pd) : COLOR
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{
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float4 tcolor = tex2D(texturesamp, pd.uv);
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if(tcolor.a == 0) clip(-1);
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if(tcolor.a == 0) return tcolor;
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// Blend texture color and vertex color
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float4 ncolor = getFogColor(pd, tcolor * pd.color);
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