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".
This commit is contained in:
MaxED 2016-01-26 08:00:54 +00:00
parent 1479e23ed9
commit 5d47e331d8
3 changed files with 8 additions and 5 deletions

View file

@ -3324,7 +3324,7 @@ zdoom
}
arg3
{
title = "Alpha";
title = "Opacity";
default = 255;
}
}

View file

@ -112,6 +112,9 @@ namespace CodeImp.DoomBuilder.Rendering
// Compiling failed, try with debug information
try
{
//mxd. Rewind before use!
fxdata.Seek(0, SeekOrigin.Begin);
// Compile effect
fx = Effect.FromStream(General.Map.Graphics.Device, fxdata, null, null, null, ShaderFlags.Debug, null, out errors);
if(!string.IsNullOrEmpty(errors))

View file

@ -169,7 +169,7 @@ float4 ps_fullbright(PixelData pd) : COLOR
float4 ps_main_highlight(PixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
if(tcolor.a == 0) clip(-1);
if(tcolor.a == 0) return tcolor;
// Blend texture color and vertex color
float4 ncolor = tcolor * pd.color;
@ -181,7 +181,7 @@ float4 ps_main_highlight(PixelData pd) : COLOR
float4 ps_fullbright_highlight(PixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
if(tcolor.a == 0) clip(-1);
if(tcolor.a == 0) return tcolor;
// Blend texture color and vertex color
float4 ncolor = tcolor * pd.color;
@ -204,7 +204,7 @@ float4 getFogColor(LitPixelData pd, float4 color)
float4 ps_main_fog(LitPixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
if(tcolor.a == 0) clip(-1);
if(tcolor.a == 0) return tcolor;
return getFogColor(pd, tcolor * pd.color);
}
@ -213,7 +213,7 @@ float4 ps_main_fog(LitPixelData pd) : COLOR
float4 ps_main_highlight_fog(LitPixelData pd) : COLOR
{
float4 tcolor = tex2D(texturesamp, pd.uv);
if(tcolor.a == 0) clip(-1);
if(tcolor.a == 0) return tcolor;
// Blend texture color and vertex color
float4 ncolor = getFogColor(pd, tcolor * pd.color);