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- fixed alpha for hardware rendered weapon sprites in the software renderer.
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2 changed files with 5 additions and 9 deletions
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@ -218,10 +218,8 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
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const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
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DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
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// Force it to use software rendering.
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// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Make sure to adjust the similar comment in r_playersprite.cpp
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bool renderToCanvas = true;
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//bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
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// Force it to use software rendering when drawing to a canvas texture.
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bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
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sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];
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@ -289,10 +289,8 @@ namespace swrenderer
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vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffset(0);
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// Force it to use software rendering.
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// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Also make sure to adjust the similar comment in poly_playersprite.cpp
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bool renderToCanvas = true;
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//bool renderToCanvas = viewport->RenderingToCanvas;
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// Force it to use software rendering when drawing to a canvas texture.
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bool renderToCanvas = viewport->RenderingToCanvas;
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if (Thread->Viewport->viewpoint.camera->player && (renderToCanvas ||
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viewheight == viewport->RenderTarget->GetHeight() ||
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@ -487,7 +485,7 @@ namespace swrenderer
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DTA_FillColor, sprite.FillColor,
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DTA_SpecialColormap, sprite.special,
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DTA_ColorOverlay, sprite.overlay.d,
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DTA_Color, sprite.LightColor,
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DTA_Color, sprite.LightColor | 0xff000000, // the color here does not have a valid alpha component.
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DTA_Desaturate, sprite.Desaturate,
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TAG_DONE);
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}
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