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- fixed: shadow alpha for translucent objects was not correct in the hardware renderer.
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8547a55677
commit
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1 changed files with 2 additions and 2 deletions
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@ -801,7 +801,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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z = thing->floorz;
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}
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// [RH] Make floatbobbing a renderer-only effect.
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else if (thing->flags2 & MF2_FLOATBOB)
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else
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{
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float fz = thing->GetBobOffset(vp.TicFrac);
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z += fz;
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@ -1135,7 +1135,7 @@ void HWSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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{
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RenderStyle = STYLE_Stencil;
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ThingColor = MAKEARGB(255, 0, 0, 0);
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trans = 0.5f;
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trans *= 0.5f;
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hw_styleflags = STYLEHW_NoAlphaTest;
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}
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