- fixed alpha for hardware rendered weapon sprites in the software renderer.

This commit is contained in:
Christoph Oelckers 2018-04-08 20:40:29 +02:00
parent a40d85fd41
commit e6ce429ca5
2 changed files with 5 additions and 9 deletions

View File

@ -218,10 +218,8 @@ void RenderPolyPlayerSprites::RenderSprite(PolyRenderThread *thread, DPSprite *p
const auto &viewwindow = PolyRenderer::Instance()->Viewwindow; const auto &viewwindow = PolyRenderer::Instance()->Viewwindow;
DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget; DCanvas *renderTarget = PolyRenderer::Instance()->RenderTarget;
// Force it to use software rendering. // Force it to use software rendering when drawing to a canvas texture.
// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Make sure to adjust the similar comment in r_playersprite.cpp bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
bool renderToCanvas = true;
//bool renderToCanvas = PolyRenderer::Instance()->RenderToCanvas;
sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()]; sprframe = &SpriteFrames[sprdef->spriteframes + pspr->GetFrame()];

View File

@ -289,10 +289,8 @@ namespace swrenderer
vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffset(0); vis.texturemid = (BASEYCENTER - sy) * tex->Scale.Y + tex->GetTopOffset(0);
// Force it to use software rendering. // Force it to use software rendering when drawing to a canvas texture.
// To do: Fix that Draw2D() is never called by SWSceneDrawer::RenderView. Also make sure to adjust the similar comment in poly_playersprite.cpp bool renderToCanvas = viewport->RenderingToCanvas;
bool renderToCanvas = true;
//bool renderToCanvas = viewport->RenderingToCanvas;
if (Thread->Viewport->viewpoint.camera->player && (renderToCanvas || if (Thread->Viewport->viewpoint.camera->player && (renderToCanvas ||
viewheight == viewport->RenderTarget->GetHeight() || viewheight == viewport->RenderTarget->GetHeight() ||
@ -487,7 +485,7 @@ namespace swrenderer
DTA_FillColor, sprite.FillColor, DTA_FillColor, sprite.FillColor,
DTA_SpecialColormap, sprite.special, DTA_SpecialColormap, sprite.special,
DTA_ColorOverlay, sprite.overlay.d, DTA_ColorOverlay, sprite.overlay.d,
DTA_Color, sprite.LightColor, DTA_Color, sprite.LightColor | 0xff000000, // the color here does not have a valid alpha component.
DTA_Desaturate, sprite.Desaturate, DTA_Desaturate, sprite.Desaturate,
TAG_DONE); TAG_DONE);
} }