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Implement additive colours on HUD sprites
Also, make sure the alpha for the additive colour is 255.
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parent
33723e8904
commit
6485570c93
3 changed files with 7 additions and 3 deletions
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@ -159,7 +159,7 @@ void GLSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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: ThingColor.Modulate(cursec->SpecialColors[sector_t::sprites]);
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state.SetObjectColor(finalcol);
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state.SetAddColor(cursec->SpecialColors[sector_t::add]);
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state.SetAddColor(cursec->SpecialColors[sector_t::add] | 0xff000000);
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}
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state.SetColor(lightlevel, rel, di->isFullbrightScene(), Colormap, trans);
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}
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@ -174,7 +174,7 @@ void GLWall::RenderTexturedWall(HWDrawInfo *di, FRenderState &state, int rflags)
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PalEntry color2 = side->GetSpecialColor(tierndx, side_t::wallbottom, frontsector);
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state.SetObjectColor(color1);
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state.SetObjectColor2(color2);
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state.SetAddColor(seg->frontsector->SpecialColors[sector_t::add]);
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state.SetAddColor(seg->frontsector->SpecialColors[sector_t::add] | 0xff000000);
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if (color1 != color2)
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{
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// Do gradient setup only if there actually is a gradient.
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@ -72,7 +72,11 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
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state.SetRenderStyle(huds->RenderStyle);
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state.SetTextureMode(huds->RenderStyle);
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state.SetObjectColor(huds->ObjectColor);
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// state.SetAddColor(0);
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if (huds->owner->Sector) {
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state.SetAddColor(huds->owner->Sector->SpecialColors[sector_t::add] | 0xff000000);
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} else {
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state.SetAddColor(0);
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}
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state.SetDynLight(huds->dynrgb[0], huds->dynrgb[1], huds->dynrgb[2]);
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state.EnableBrightmap(!(huds->RenderStyle.Flags & STYLEF_ColorIsFixed));
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