mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-29 07:22:07 +00:00
- fixed applying of alpha to weapon sprites
https://forum.zdoom.org/viewtopic.php?t=60638 https://forum.zdoom.org/viewtopic.php?t=60642
This commit is contained in:
parent
ad31da20e5
commit
2cdc9f9dda
1 changed files with 2 additions and 7 deletions
|
@ -252,14 +252,13 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
|
||||||
auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
|
auto rs = psp->GetRenderStyle(playermo->RenderStyle, playermo->Alpha);
|
||||||
|
|
||||||
visstyle_t vis;
|
visstyle_t vis;
|
||||||
float trans = 0.f;
|
|
||||||
|
|
||||||
vis.RenderStyle = STYLE_Count;
|
vis.RenderStyle = STYLE_Count;
|
||||||
vis.Alpha = rs.second;
|
vis.Alpha = rs.second;
|
||||||
vis.Invert = false;
|
vis.Invert = false;
|
||||||
playermo->AlterWeaponSprite(&vis);
|
playermo->AlterWeaponSprite(&vis);
|
||||||
|
|
||||||
if (!(psp->Flags & PSPF_FORCEALPHA)) trans = vis.Alpha;
|
alpha = (psp->Flags & PSPF_FORCEALPHA) ? 0.f : vis.Alpha;
|
||||||
|
|
||||||
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
|
if (vis.RenderStyle != STYLE_Count && !(psp->Flags & PSPF_FORCESTYLE))
|
||||||
{
|
{
|
||||||
|
@ -303,14 +302,10 @@ bool HUDSprite::GetWeaponRenderStyle(DPSprite *psp, AActor *playermo, sector_t *
|
||||||
{
|
{
|
||||||
alpha = 1.f;
|
alpha = 1.f;
|
||||||
}
|
}
|
||||||
else if (trans == 0.f)
|
else if (alpha == 0.f)
|
||||||
{
|
{
|
||||||
alpha = vis.Alpha;
|
alpha = vis.Alpha;
|
||||||
}
|
}
|
||||||
else
|
|
||||||
{
|
|
||||||
alpha = trans;
|
|
||||||
}
|
|
||||||
if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
|
if (!RenderStyle.IsVisible(alpha)) return false; // if it isn't visible skip the rest.
|
||||||
|
|
||||||
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
|
PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;
|
||||||
|
|
Loading…
Reference in a new issue